Catfolk

Stefan Mariano's page

174 posts. Organized Play character for Muzouka.


Full Name

Stefan Mariano, Amnesiac Demon Hunter

Race

 | HP 14/14 | AC 17  T 10 FF 17 | CMB +2, CMD 12 | F: +7, R: +2, W: +6 | Init: +0 | Perc: +5, SM: +6, Low-light vision

Classes/Levels

 | Speed 30ft | Blessings: 3/4 | Spells: 1st 2/2 | Active conditions: War Blessing(7 rounds remain)

Gender

Male NG Skinwalker(Witchwolf) Warpriest 1

About Stefan Mariano

PFS #
Experience 2
Faction Dark Archive
Wealth 893 GP, 65 PP 0 Fame
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Stefan Mariano
Warpriest 1
N Medium humanoid (Skinwalker - Witchwolf)
Init +0; Senses Perc +5, SM +6,

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Defense
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AC 17, touch 10, flat-footed 17
HP 14
Fort +5, Ref +0, Will +4

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Offense
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Speed 30 ft.
Melee
Longsword(Attack: +3, Damage: 1d8+2, Crit: 19-20/x2)
Ranged
Space 5 ft.; Reach 5 ft.
Special Attacks
Spell-Like Abilities
Magic Fang 1/day
Spells
0 - Detect Magic, Read Magic, Guidance
1 - Detect Demon, Divine Favor
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Statistics
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Str 14, Dex 10, Con 16, Int 12, Wis 14, Cha 10
Base Atk +0; CMB +2; CMD 12
Feats
Armor Proficiency - Light, Medium, Heavy
Shield Proficiency
Weapon Proficiency - Simple, Martial(all)
Toughness
Weapon Focus(Longsword)

Background Traits
Librarian(Linguistics) - +1 to Linguistics and Profession(Librarian). Once per day when you would gain a bonus on a skill check from reading a book, you can increase that bonus by 1.
Fate's Favored - Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Racial Traits
Change Shape(Locked)
Darkvision 60'
Low-light Vision
Spell-like Ability: Magic Fang(1/day)
Werewolf-kin

Blessings Good, War
Languages Common, Sylvan
Skills
Appraise +1, Heal +2, Knowledge(Religion) +5, Profession(Librarian) +7, Survival +2
Combat Gear Longsword, Scale Mail, Heavy Steel Shield
Other Gear
Kit, Warpriest
Outfit, Traveler
Rations, Trail(7)
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Special Abilities
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Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.

War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.

My Boons

Ghalcor's Spellcraft:

Your PFS OP characters have access to the following spells from the Demon Hunter's Handbook as if they appeared on the Additional Resources Page:
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Burst with Light
School evocation [light]; Level cleric 4, oracle 4, paladin 4, warpriest 4
Casting
Casting Time 1 standard action
Components V, S
Effect
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/4 levels
Saving Throw see text; Spell Resistance yes
Description
The target becomes filled with intense magical light, taking 2d6 points of damage as the light bursts from its wounds and orifices (if the target is an undead creature, it instead takes 2d8 points of damage). In addition, the creature radiates bright light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area—darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light. Creatures that take penalties in bright light take them while within the 30-foot radius of this magical light. A successful Will save halves the damage and negates the light effect.

For every 4 character levels you possess, the light continues to fill the creature for another round (to a maximum of 5 rounds at 20th level), though the target may make a Will save each round to halve the damage and end the effect. Any creature adjacent to the target that fails its save and takes damage takes half as much damage and is blinded for 1 round. A successful Reflex save halves this damage (to a total of one-quarter the damage taken by the target) and negates the blindness effect.
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Detect Demon
School divination; Level cleric 1, inquisitor 1, oracle 1, paladin 1, warpriest 1
Casting
Casting Time 1 standard action
Components V, S, DF
Effect
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 10 minutes/level (D)
Saving Throw none (see text); Spell Resistance no
Description
You sense the presence of a specific kind of evil—that of demons, their servants, and the Abyss. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of creatures with the demon subtype, creatures possessed by demons, creatures under the effects of spells or spell-like abilities cast by demons, or creatures otherwise tainted by demons. Creatures tainted by demons include tieflings with demonic heritages, sorcerers with abyssal bloodlines, creatures affected by a succubus’s profane gift, creatures with demonic implants (see page 44 of Pathfinder Campaign Setting: Lords of Chaos, Book of the Damned, Vol. 2), or creatures who have the Demonic Obedience feat (Lords of Chaos 8), and those under significant demonic influence as determined by the GM. This spell does not detect creatures of chaotic evil alignment who are not demons or significantly influenced by demons.

Additionally, this spell detects whether or not a portal or similar magical passage leads to the Abyss.

2nd Round: Number of evil auras shed by creatures with the demon subtype in the area, as well as the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura’s strength is overwhelming; if the creature has HD equal to at least twice your character level, you are stunned for 1 round and the spell ends.

3rd Round: The power and location of each aura, and what demon lord, if any, a demon is most closely affiliated with. If an aura is outside your line of sight, you discern the direction but not its exact location. Affiliation to a demon lord is only revealed when the creature detected is a demon (not merely a creature tainted by a demon). Demons receive a Will saving throw to resist revealing what demon lord they are affiliated with. If the demon succeeds at this saving throw or is not forsworn to a demon lord, you know only that this aspect of the spell returned no information.

Aside from what is detailed above, this spell otherwise functions similarly to detect evil in terms of aura power, lingering auras, overwhelming auras, and so forth.

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Background
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Stefan is a man in search of answers. He does not remember much of his past before waking up in Lastwall. The Knight of Ozem who found him said he was half dead and muttering incoherently when he was found. All he knows is that his name is Stefan, he is a witchwolf(has he always been one?), he cannot transform out of his witchwolf form, he was found near the border between Lastwall and Ustalav and he has been marked by some sort of demon. Everything else is a blur. Whether the demon's mark is the reason why he cannot transform he knows not.

With nothing else to do Stefan stayed in Lastwall and joined the Knights of Ozem. He spends his free time trying to find answers: to his past, to which demon marked him and why.