Talon, of Kenabres's page

337 posts. Organized Play character for Eben al'Jol.


LN Human | HP 26/26 Temp 0 | AC 16 CMD 17 | Fort +4 Reflex +4 Will +4 | Initiative +8 Perception +0

About Talon, of Kenabres

Conditions/Effects: Alter Self: Trog (rd 2 of 30)
Physical Enhancement: +1 Strength
Current ACP 0 (no shield, light encumbrance)

Class Abilities
Battleshaping 4/5 remaining
Spells (Concentration +6; DC = 12 + spell level)
Spell Failure: 10%
Cantrips: Detect Magic, Light, Mage Hand, Read Magic
1st Level: Burning Hands (DC 14), Shield, Shield, *Magic Weapon
2nd Level: Alter Self, Mirror Image (1d4+1), *Alter Self
In-game Expenses
Darkleaf Cloth Lamellar (Leather) armor -810g
Scroll w/ 5 castings of False Life on it (-2 Prestige)
Consumables/Items Used
Scroll of False Life (1 of 5 used)
Wand of Magic Missile (1 use)
Wand of Infernal Healing (1 use)
Temp Scenario Items


Talon, of Kenebras
Male human (Kellid) wizard 3
LN Medium humanoid (human)

Str 18 (17) Dex 14 Con 14 Int 15 Wis 10 Cha 7

Init +8; Senses Perception +0
Speed 30 ft.


hp 26 (3d6 [6,4,4] + 6 con + 3 toughness + 3 favored)
AC 14 (+2 armor, +2 Dex)
CMD 17 (+1 bab, +4 str, +2 dex)
Fort +4 Ref +4 Will +4


Base Atk +1 CMB +5
Melee +5
. . mwk cold iron greatsword +6 (2d6+6; 19/x2)
. . club +5 (1d6+4)
. . dagger +5 (1d4+4; 19/x2)
Ranged +3
. . dagger +3 (1d4+4; 19/x2; 10ft)


Special Abilities:
Bonus Feat: Toughness
Skilled: +1 skill rank per level

Specialty School: Shapechange Transmuter
— Opposition Schools: Enchantment, Necromancy (must spend 2 slots to prep/cast from these schools)
Battleshaping (5/day) (Su) As a swift action, you grow a single natural weapon. The natural weapon lasts for 1 round and has a +1 enhancement bonus on attack and damage rolls for every four wizard levels you possess. You can grow a claw, a bite, or a gore attack. These attacks deal the normal damage for a creature of your size. At 11th level, you can shape two natural weapons. You may not grow additional limbs or a tail with this ability. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Physical Enhancement +1 (Strength) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.

Cantrips: Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance
Level 1: Burning Hands, Color Spray, Enlarge Person, Expeditious Retreat, Grease, Protection from Evil, Shield
Level 2: Alter Self, Mirror Image

Explore, Report, Cooperate (Wounded Wisp): You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Prized Find (Wounded Wisp): You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).

Inside Knowledge (Consortium Compact): As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization’s activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.

Lord Avid’s Recommendation (Consortium Compact): Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon off your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.

Axe Beak Companion (Quest for Perfection, Pt3): As long as you have Chronicle sheets for all three parts of the Quest for Perfection campaign arc, you may take an axe beak as a loyal mount or companion; the Chronicle sheets need not be consecutive or in order, but all three must be present in the same character’s records. If you possess a class feature which permits you to take an animal companion or a mount that progresses as an animal companion, you may add the axe beak to your list of legal and available companions. You must present a copy of Pathfinder RPG Bestiary 3 in order to use an axe beak companion as if it were allowed as an additional resource. Other than provide access to this animal as a choice of mount or companion, this boon provides no mechanical benefit.

Familiar, Protector Archetype:

Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +9
AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
hp 13 (1d8)
Fort +2, Ref +4, Will +3
Immune mind-affecting effects
Speed 30 ft.
Melee sting +6 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +1; CMB +2; CMD 8 (20 vs. trip)
Feats Bodyguard, Combat Reflexes, Weapon Finesse
Skills Climb +7, Linguistics -1, Perception +9, Spellcraft +1, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ improved evasion
Special Abilities
Darkvision (60 feet) You can see in the dark (black and white only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.


Feats Martial Weapon Proficiency: greatsword (1), Spell Focus: evocation (Wiz1), Toughness (Human) Power Attack (3)
Traits focused mind, reactionary

Skills (15 = 6 wiz, 6 int, 3 human)
Knowledge (arcana) +7 (2)
Knowledge (dungeoneering) +6 (1)
Knowledge (history) +7 (2)
Knowledge (local) +6 (1)
Knowledge (nature) +6 (1)
Knowledge (planes) +6 (1)
Knowledge (religion) +6 (1)
Linguistics +6 (1)
Spellcraft +8 (3)

Languages Abyssal, Celestial, Common, Draconic, Hallit

Worn: Soldier’s Uniform, lamellar cuirass, Cloak of Resistance +1, mwk cold iron greatsword, club, 2 daggers, spell component pouch, Potion of Enlarge Person, Potion of Enlarge Person, Wand of Infernal Healing (49 charges), Wand of Magic Missile (47 charges), Wayfinder

Belt pouch: flint and steel, tindertwig, whetstone, monies (939.3g)

Waterproof bag: spell book, journal, 5 charcoal (chalk), flask (full of applejack)

Scroll case:
scroll of mage armor (CL1)
— Scroll of Lesser Restoration (CL3)
— Scroll of Lesser Restoration (CL3)
— ~ empty ~

Backpack: 50 feet rope, grappling hook, crowbar, waterskin, bedroll, winter blanket, traveler’s outfit, 5 days trail rations, 2 mess kits, 2 empty sacks


About Talon:

Talon is about six feet tall and athletically built. He looks strong, fast, and tough … like most kellids. He has the kellid dark skin, dark eyes, and straight black hair. He doesn’t move like most kellids, though. There is a quiet reservation about his bearing and movements, at least most  of the time. And other than the greatsword strapped across his back, he doesn't wear the usual leathers and scars of a kellid. Instead Talon is outfitted in a soldier's utilitarian clothes, armored lightly with a simple lamellar cuirass, and carries a spell component pouch and spellbook satchel at his waist. 

• Talon is accustomed to being an outsider, and views the world from this perspective.
• He is quiet, reserved, introspective, and naturally self-critical. Conversely, this makes him open-minded and non-judgmental of others.
• A young man who values discipline, but has little patience for beuracracy or needless rules 
• Words are flimsy things. Easily spoken. Easily twisted. Easily forgotten,  ignored, or taken back. Talon isn’t a man of words, and uses few of them.
• A man’s actions define him. They can change lives. They can shape empires . They can alter the course of history. Talon is a man of action.

Talon has always been an outsider, even growing up in a city as diverse as Kenabres. He remembers almost nothing from his earliest childhood, and most  of his early formative years were spent as one of the countless refugee ch ildren in the orphanages of Kenabres, courtesy of the constant war against  the ‘Wound. Few of the other orphans were Kellid, and none still also had e lf-blood. 

• Doesnt remember his earliest youth, just images of demons, blood, and flame.
• Was found as a baby by a crusader, he was one of the few survivors of a demon attack. 
• Crusader brought him back to Kenabres, leaving him in one of the orphanages for war refugees outside the walls. 
• Despite his size (or maybe because of it and his obvious kellid heritage), grew up being bullied by some of the local kids. Learned to react to violence quickly, though he was nonviolent by nature.
• Talon also learned tough lessons about the flimsy, fickle nature of words in the beuracratic orphan system. 
• The crusader—an aging war wizard who felt sympathy for the boy—checked in regularly, and noticed the boy's sharp mind and interest in books. He cultivated these interests, introducing Talon to the thrill of magic.
• Talon wasn't any kind of arcane savant, but he worked at it with a single-minded focus. And as his arcane talent and aspiration grew, the crusader knew that, because of his other responsibilities, he'd never be able to appropriately foster the boy's talents. So he called on a favor to a local Mage and Pathfinder, who took the boy on as an apprentice.
• For a few years, this was Talon's life. Enduring lines and lies from an orphanage system. Avoiding bullies when he was quick enough, and surviving beatings when he wasn't. And all the while spending every moment looking forward to the time he got to spend with his mentors: the crusader and the pathfinder. He learned magic. He learned to wield the greatsword. He learned the value of self discipline. And he learned to filter life through a grim personal code.
• In a rare show of boldness and cunning, a squad of demons made it into the city walls. For the second time in his life, Talon found himself in a fight for his life against demonic attackers. This time, though, he was able to fight back. There were no heroics, just grim, bloody survival. And when the violence passed, Talon still stood. Bloodied and exhausted, but he stood.
• When he worked up the courage, he approached his mentors. He wanted to grow, to learn to harness magic to forge himself into a weapon against those that preyed on the weak. The only remaining choice was this: crusader or pathfinder. It was an easy choice for Talon. He was no soldier. He was a scholar, a learner, and a wizard. He would be a pathfinder. 


Chronicles & Boons:
PFS # 121383-10
XP 6
Prestige 6 Fame 12
Prestige Expenses Wand of Infernal Healing (2), Wand of Magic Missile (2), Scroll of Lesser Restoration (1), Scroll of Lesser Restoration (1)

Chronicles & Tracking Sheets

Chronicle 1 :: Wounded Wisp (PbP)
Chronicle 2 :: Consortium Compact (PbP)
Chronicle 3 :: The Confirmation (PbP)
Chronicle 4 :: Quest for Perfection, Pt1 (PbP)
Chronicle 5 :: Quest for Perfection, Pt2 (PbP)
Chronicle 6 :: Quest for Perfection, Pt3 (PbP)


Two options: Full Wiz or EK

EK options:
1) Wiz1 — Toughness, *Spell Focus: Conjuration, *WP: Greatsword
2) Wiz2 
3) Wiz3 —  Power Attack [Bull's Strength & Alter Self: trog/gillman]
4) Wiz4 — +1 Str / transfer Enhancement to Con
5) Wiz5 — Arcane Strike, *Extend Spell [Monstrous Phys I]
6) Ubarb1 (Unbreakable Fighter?)
7) EK1 — Extra Rage, *?
8) EK2 — +1 Int
9) EK3 — ?; [Monstrous Phys II]

Full Wiz:
1) Wiz1 — Toughness, *Spell Focus: Conjuration, *WP: Greatsword
2) Wiz2 
3) Wiz3 —  Power Attack [Bull's Strength & Alter Self: trog/gillman]
4) Wiz4 — +1 Str / transfer Enhancement to Con
5) Wiz5 — Arcane Strike, *Extend Spell [Monstrous Phys I]
6) Wiz6
7) Wiz7 — ?; [Monstrous Phys II]
8) Wiz8 — +1 Int
9) Wiz9 — ?

Notable Polymorph Options:
Alter Self Options:
Troglodyte: bite, 2 claws; Darkvision
Lizardfolk: Bite, claw; Swim 15ft
Sasquatch: slam; Speed 40; Darkvision, Low-Light, Scent
Sewer Troll: bite + 2 claws; Darkvision, Low-Light, Scent