Taleriol Genril's page

No posts. Organized Play character for Thamius.



Liberty's Edge 4/5 5/5 ** Venture-Captain, Texas—Waco

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I'd like to congratulate Keith Klee on his promotion to Venture-Lieutenant! Keith has really taken the lead by expanding PFS into the northern Virginia region northwest of DC, to include Reston, Herndon, Ashburn, and Leesburg. Thank you, Keith, for all that you've done and will continue to do, as usual good work is "rewarded" with more work and a new title!

4/5 5/5 **

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Please join me in congratulating Mike McKeown as the newest GM to reach the summit of PFS GMing! Mike has been a stalwart in the Washington, DC and Baltimore, MD areas since Season 0, to include serving the community as both a Venture-Lieutenant and then a Venture-Captain.

Mike, please take some time to enjoy the view from the peak of Five Star Mountain, you've earned it after the long hike up! Then take the tram down the back side to the tropical resort island where we've all relocated.

Liberty's Edge 4/5 5/5 ** Venture-Captain, Texas—Waco

Please help me welcome Trevor Burroughs, the newest Venture-Lieutenant in the Nation's Capital! Trevor will help me promote PFS in DC and northern Virginia, while Matt Hudson is still covering southern Maryland and Kurt Schaecher is coordinating Frederick, MD.

Go Team DC!

Liberty's Edge 4/5 5/5 ** Venture-Captain, Texas—Waco

1 person marked this as a favorite.

The hosts of the podcast 1d4Cast have decided to start their own gaming convention, and the Pathfinder Society will be a strong presence there! Located in Winchester, VA, PFS gamers from Virginia, Maryland, Washington, DC, West Virginia, and Pennsylvania are all an easy drive away.

Additional information and registration is at 1d4Con.com, with seven slots of gaming scheduled over the weekend. Preregistration is $20, but if you GM three slots you get half of that back! Anyone interested in GMing please contact me ASAP at daniel.j.simons1@gmail.com so I can add you to the schedule. We tentatively have claim to four tables per slot, but if demand for PFS is strong I'll ask for more.

The Northern Virginia/DC/Maryland area has really lacked a good gaming convention for a while, let's help this one get off to a strong start!

Liberty's Edge 4/5 5/5 ** Venture-Captain, Texas—Waco

I'm proud to announce the appointment of Kurt Schaecher to Venture-Lieutenant for Frederick, MD!

Kurt has decades of RPG and organized play experience, and organizes his PFS games on the Frederick RPG Consortium MeetUp group. If you live in or visit the area feel free to join his group and contact him!

For other games in the Baltimore/Frederick area you can also check the Pathfinder Society of Baltimore MeetUp group.

You may now return to your regularly scheduled gaming.

Liberty's Edge

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

Never mind, I found the answer on another thread. Apparently I'll only have access to the pdf in advance, but can't get the books until Thursday.

About Namit

Namit Parsa
Human ranger 1/ stalker 1 Gestalt
LN Medium humanoid (human)
Init +5; Senses Perception +9
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Defense
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AC 18, touch 15, flat-footed 13 (+5 Dex)
hp 13 (1d10+3)
Fort +4, Ref +7, Will +6; +2 vs. spells and abilities originating from chaotic beings (profane bonus), +2 vs. mind-affecting spells and abilities (profane bonus)
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Offense
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Speed 30 ft.
Melee cold iron kukri +6 (1d4+2/18-20) or
. . cold iron kukri +6 (1d4+2/18-20)
Ranged mwk composite longbow +7 (1d8+2/×3)
Special Attacks 1 flurry strike, 1 horizon wind lancet, 1 ravaging blow, 1 shards of iron strike, 1 strength of hell, 1 swift claws, 1 pugilist stance, deadly strike +1d6
Special Attacks favored enemy (humans +2)
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Statistics
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Str 14, Dex 20, Con 14, Int 12, Wis 18, Cha 8
Base Atk +1; CMB +3; CMD 18
Feats Weapon Finesse, Weapon Group Adaptation(Kukri)
Traits dirty fighter, pioneer, sargavan guard
Skills Acrobatics +9, Handle Animal +3, Intimidate +3, Knowledge (nature) +5, Perception +9, Ride +9, Stealth +9, Survival +8
Languages Common, Elven
SQ ki pool, ki pool (perception), ki pool (sense motive), stalker art (murderous insight), stalker maneuver recovery, track +1, wild empathy +0
Combat Gear oil (5); Other Gear studded leather, arrows (100), cold iron kukri, cold iron kukri, mwk composite longbow (+2 Str), backpack, bedroll, belt pouch, bit and bridle, blanket, candle (2), chalk, explorer's outfit, feed (per day) (2), flint and steel, hammer, hemp rope (50 ft.), hemp rope (50 ft.), hooded lantern, masterwork thieves' tools, mirror, piton (4), pot, riding saddle, sack (2), saddlebags, tindertwig (4), torch (2), torch (10), trail rations (5), waterskin, 286 gp

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Special Abilities
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1 Pugilist Stance (Ex) Discipline weapons deal +1d6 damage, extra 1d6 per 8 initiator levels
Deadly Strike +1d6 (Ex) Attacks deal +1d6 damage for 4 rounds after successful crit
Ki Pool (Perception) (Su) +4 insight to one Perception check
Ki Pool (Sense Motive) (Su) +4 insight to one Sense Motive check
Ki Pool (Su) You have a ki pool equal to 1/2 your stalker level + your WIS modifier.
Murderous Insight (Su) Roll twice on attack rolls, take better roll
Stalker Maneuver Recovery Stalkers may recover their maneuvers in one of two ways. The stalker may either center his awareness of the combat momentarily as a standard action and recover a single expended maneuver of his choice.
Alternately, he may recover his Wisdom modifier in expended maneuvers (min of 2) as a full round action that does not provoke attacks of opportunity, centering his spirit completely to re-align his perceptions of the battle and change his place in it. When recovering his maneuvers as a full round action, he may move up to his base speed and adds a +4 insight bonus to his Armor Class as his ki defends his form while he re-centers himself. The next attack or martial strike he attempts after recovering his maneuvers adds his deadly strike's damage to the attack if successful.
Dirty Fighter +1 damage when flanking.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Sargavan Guard -1 Armor check penalty.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
1 Flurry Strike (Readied, 1/Encounter) (Ex) Make two quick attacks on a target enemy.
1 Horizon Wind Lancet (Readied, Boost 1/Encounter) (Ex) Give a single ranged attack +1d6 damage.
1 Ravaging Blow (Readied, 1/Encounter) (Su) Make an attack, deal and additional 1d6 profane damage, may cause victim to become shaken, d/c 15 Will save to negate.
1 Shards of Iron Strike (Not Readied, 1/Encounter) (Ex) Attack foe, if successful they are staggered for one round.
1 Stength of Hell (Not Readied, Boost, 1/Encounter) (Su) Until next turn, the disciple gains a +2 profane bonus to attack and add an additional 1d6 points of damage to the attack, -2 AC.
1 Swift Claws (Readied, 1/Encounter) (Ex) Attack a single target with two wielded weapons.

Background:

Chelaxian scout in Sargava, after his time in the military he is traveling north Stolen lands to help influence a new kingdom and cut out a swath of land for himself.