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About Thoth the ConstantThoth Clopedia is a blonde haired, green eyed elf from Osirion. He enjoys reading, learning, and instructing pathfinder initiates. He tries in every conceivable fashion to avoid field work and fly under the Venture-Captain radar, he prefers the comfort of the Grand Lodge above all things. If Thoth has never heard of something in passing or read about it, he has a hard time believing it exists. He is attempting to master the mysterious Kirin Style he learned in far away Goka, and is both an instructor and honorary Lore Warden at the Grand Lodge in Absalom. Students love his interesting lectures on creature identification, arcane zoology, trap disabling, and the Ancient Osiriani language. Stats:
Thoth the Constant Male Elf Bard (Archaeologist) 4 Fighter (Lore Warden) 2 Pathfinder Delver 4 N Medium Humanoid (elf) Init +4; Senses low-light vision; Perception +19 -------------------- Defense -------------------- AC 23, touch 12, flat-footed 21 (+6 armor, +3 shield, +2 Dex, +2 natural) hp 69 (2d10+8d8+14) Fort +7, Ref +10 (+2 bonus vs. traps), Will +7; +2 vs. enchantments, +2 vs. the attacks of creatures you have identified through Kirin style Defensive Abilities thrilling escape (1/day), trap sense, uncanny dodge; Immune magic sleep; Resist elven immunities
Special Attacks guardbreaker Bard (Archaeologist) Spells Known (CL 4):
Feats Breadth of Experience, Combat Expertise +/-2, Greater Feint, Improved Feint, Improved Unarmed Strike, Kirin Style, Skill Focus (Knowledge [arcana]), Toughness +10 Traits Mathematical Prodigy (Knowledge [arcana]), Scholar of the Great Beyond (Knowledge [planes]) Skills: Acrobatics +10 (+6 jump), Appraise +10, Bluff +16, Climb -3, Diplomacy +7, Disable Device +23, Disguise +7, Escape Artist -1, Fly -1, Handle Animal +7, Intimidate +7, Knowledge (arcana) +32, Knowledge (dungeoneering) +18, Knowledge (engineering) +18, Knowledge (geography) +18, Knowledge (history) +20, Knowledge (local) +18, Knowledge (nature) +18, Knowledge (nobility) +18, Knowledge (planes) +19, Knowledge (religion) +18, Linguistics +13, Perception +19, Profession (Archaeologist) +10, Ride -1, Sense Motive +6, Spellcraft +19 (+21 to determine the properties of a magic item), Stealth +3, Survival +5, Swim -3, Use Magic Device +16; Racial Modifiers +2 Perception, rogue talents (guileful polyglot), master explorer +1 Languages Abyssal, Aklo, Azlanti, Celestial, Common, Draconic, Elven, Goblin, Infernal, Orc, Osiriani, Osiriani (Ancient), Shoanti, Sylvan, Thassilonian, Tien, Varisian SQ archaeologist's luck +1 (7 rounds/day), bardic knowledge, clever explorer +2, elven magic Combat Gear: Potion of cure moderate wounds (2), Potion of remove curse (2), Wand of cure light wounds (18), Wand of Protection from Evil (49); Other Gear +2 Mithral Chain shirt, +2 Buckler, +1 Longsword, Arrows (10), Shortbow, Amulet of natural armor +2, Belt of incredible dexterity +4, Cloak of resistance +2, Goggles of minute seeing, Handy haversack (6 @ 0 lbs), Headband of mental prowess (Int & Cha +2) (Bluff), Backpack (2 @ 9 lbs), Bedroll, Cold weather outfit, Masterwork Thieves' tools, Waterskin, Deposited 14509 GP, 4 SP
Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks. Clever Explorer +2 (Ex) Half time to use disable device. Cold weather outfit +5 Fort save vs. cold weather. Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack. Elven Immunities +2 save bonus vs Enchantments. Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Improved Feint You can make a Bluff check to feint in combat as a move action Greater Feint Feinted foe loses DEX until the beginning of your next turn, rather than on next attack. Guardbreaker +2(Ex) Trap sense is favored enemy bon vs construct/ooze/undead. Stacks w/ranger. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Kirin Style - While using this style, you can spend a swift action to make a Knowledge check to identify a single creature (DC 15 + the creature’s CR for this purpose). If you succeed at the check, while using this style, you gain a +2 bonus on saving throws against that creature’s attacks, as well as a +2 dodge bonus to AC against that creature’s attacks of opportunity. These bonuses last for as long as you use this style. If you cease combat with the creature during this time and resume it later, you can attempt the check again.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Master Explorer +1 (Ex) can disable intricate and complex traps in half the normal amount of time (minimum 1 round) and open a lock as a standard action instead of a fullround action. Can always take 10 on Disable Device and Stealth checks, even if distracted or endangered. A delver can use Disable Device to disarm magical traps. Surefooted (Ex) Move through difficult terrain at full speed. Thrilling Escape (1/day) (Ex) can attempt to delay a trap immediately after triggering it. To use this ability, he makes a Disable Device check as an immediate action against the trap's Disable Device DC; if he’s successful, the trap's activation is delayed until the end of the delver’s next turn. The delver can attempt this check even if the trap was triggered by a failed Disable Device check, or if it is not the Pathfinder Delver’s turn. Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps. Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed. Resourceful Disabler (Ex) No penalty for lacking tools when Disable Device. History:
Salutations, my name is Thoth Clopedia world renowned Arcane Zoologist, elven practitioner of the Kirin style and master archaeologist, perhaps you have heard of me? You haven’t? Well that is indeed surprising. I was born in the burning sands of Osirion, to a pair of Nethys fanatics. My father in addition to being a retired Pathfinder field agent is also a powerful wizard at the Grand Temple of Nethys. As for my mother, well she is also a wizard and is in the direct employ of the Ruby Prince himself. She resides with my father at the Grand Temple of Nethys in Sothis. I suppose I was destined to have a thirst for knowledge, it is in my blood after all. My father retired from his service to the pathfinders before I began my intense schooling under his tutelage. He constantly harped on about magical theory, its practical application, and continuously indoctrinated me in many of the random arcane pursuits. Though I totally understood the lessons my father was teaching me, I could not for the life of me understand why someone with such an immense intellect would limit and relegate themselves to the pursuit of only one type of knowledge. While he stammered on about the hard work and dedication it took to be an actual wizard, I found myself thinking of other scholarly pursuits such as engineering, botany, dragons, the planes, heraldry, advanced mathematics, and anything else that I did not fully understand. I never really put any work into learning how to use magic; I knew it was in my blood and that it would come naturally to me. Why practice when you can do after all? In an effort to not embarrass my parents and bring shame to the church, I willed myself to learn a few simple spells that could help me when delving into lost tombs and lost libraries. Much to my father’s chagrin, I refused to cast them via a spellbook, according to my theories in arcane practicality, the wizardly arts can be forced and bent to my will; I will devote more time to this research when I retire from the society. In all honesty learning any and all things comes easy to me. In my younger days I often assisted my father in acquiring ancient artifacts, and treasure from many a forgotten tomb. Even though he resented my refusal to become an actual wizard, he envied my ability to answer nearly any trivial question and uncanny ability to decipher the riddles and cyphers in forgotten crypts. I felt most at home when we were deep in the desert looting long forgotten tombs and mausoleums dedicated to the dead, reading the Ancient Osiriani hieroglyphs on the walls, running from and disabling traps that were long thought sprung, and diving head first into ancient reservoirs of knowledge. Via my fathers vast connections I was able to interviewed for a job at the Blakros Museum in Absalom where I was hired to be a consultant for an exhibit on Ancient Osiriani customs and practices. This is where I met the curator and my former boss Nigel Aldain, he hated me. I am a bit of a “forlorn” elf, as is he and we have a lot of similarities, except for the fact that I am younger, smarter, and did not sell my soul to the Blakros family like he did. I eventually tired of playing second fiddle to that arrogant fool, and decided I needed a change. I decided to join an organization that would commission me to explore, and discover. I decided to join the Pathfinder Society as my father had decades before. I honestly did not realize what an endeavor I was entering upon. I believe I nearly washed out on multiple occasions, I had the brains for it, but my time studying and not pursuing physical and martial endeavors atrophied my body. I had no problems dealing with masters Aram Zey, or Keighton Shane. However I do believe Master Marcos nearly ended my life on many an occasion, I toughed it out and survived, but just barely. I finally became an agent, but I am by no means a regular field agent. I spend most of time cataloging and reading at the Grand Lodge. Occasionally I am asked to go on a more dangerous assignment which I loathe, but I feel obligated to accept. Despite his nearly ending my life many times during my indoctrination Master Marcos, awarded me with an opportunity to become an instructor to and an official/honorary member of the Lore Wardens. I gladly accepted the position,though I find the idea of me being a Lore Warden if only an honorific ironic to the extreme. As my reputation for knowledge of all lore grew amongst my peers in the society, it has also grown among the Venture Captains. I find my talents are requested far from the safety of the Grand Lodge more and more frequently these days. On one of my favorite missions I had the opportunity to travel to far away Goka, where I learned the rudimentary skills of a martial art called Kirin Style. It mixes creature knowledge with well-placed strikes, I took naturally to it, and have since begun teaching it to some students in the petals district after I returned to Absalom. My quest for knowledge has taken me across all of Golarion, and I suppose it will continue to do so. I intend on being the first Elven Master of the long thought extinct Kirin Style, and then maybe I’ll focus on becoming a wizard to put an end to my father’s continued ranting about wasted talent. Recently I have been dispatched to Varisia to investigate alleged cult activity in Magnimar. Normally I would try to find some sort of excuse as to why I was a horrible choice, except this time I heard that some recently excavated and unstudied lore concerning the Rune Lords was discovered. I understand why the decimverate decided to send me, after all I speak the Varisian, Thassilonian, and Shoanti languages and know more about cults than most clerics. I have after all already uncovered much in the ruins Xin-Bakrakhan and need more to discoveries to mercilessly tease Nigel about.
Quests:
Pathfinder Module: Master of the Fallen Fortress (PFRPG) Intro 1: First Steps—Part I: In Service to Lore (PFRPG) #3-09: The Quest for Perfection—Part I: The Edge of Heaven (PFRPG) #3-11: The Quest for Perfection—Part II: On Hostile Waters (PFRPG) #3-13: The Quest for Perfection—Part III: Defenders of Nesting Swallow (PFRPG) #5: Mists of Mwangi (OGL/PFRPG) #2-11: The Penumbral Accords (PFRPG) #3-EX: The Cyphermage Dilemma (PFRPG) #13: The Prince of Augustana (OGL) #3-01: The Frostfur Captives (PFRPG) #3-05: Tide of Twilight (PFRPG) #2-21: The Dalsine Affair (PFRPG) #7: Among the Living (OGL) #45: Delirium's Tangle (PFRPG) #3-19: The Icebound Outpost (PFRPG) #43: The Pallid Plague (PFRPG) #4–02: In Wrath’s Shadow (PFRPG) Pathfinder Module: Carrion Hill (PFRPG) #16: To Scale the Dragon (OGL) #4–13: Fortress of the Nail *became Thoth the Risen/Constant (PFRPG) #3-17: Red Harvest (PFRPG) #4–08: The Cultist's Kiss (PFRPG) #4–10: Feast of Sigils (PFRPG) #4–12: The Refuge of Time (PFRPG) #33: Drow of the Darklands Pyramid (PFRPG) #4-20: Words of the Ancients (PFRPG) #4–26: The Waking Rune (PFRPG) place holder:
Thoth the Constant
Male Elf Bard (Archaeologist) 4 Fighter (Lore Warden) 2 Pathfinder Delver 5 N Medium Humanoid (elf) Init +4; Senses low-light vision; Perception +20 -------------------- Defense -------------------- AC 23, touch 12, flat-footed 21 (+6 armor, +3 shield, +2 Dex, +2 natural) hp 75 (2d10+9d8+15) Fort +8, Ref +11 (+3 bonus vs. traps), Will +8; +2 vs. enchantments, +2 vs. the attacks of creatures you have identified through Kirin style Defensive Abilities thrilling escape (1/day), trap sense, uncanny dodge; Immune magic sleep; Resist elven immunities, left for dead (1/day) -------------------- Offense -------------------- Speed 20 ft., surefooted Melee +1 Longsword +9/+4 (1d8+1/19-20/x2) and Unarmed strike +8/+3 (1d3/x2) Ranged Shortbow +10/+5 (1d6/x3) Special Attacks guardbreaker Bard (Archaeologist) Spells Known (CL 4): 2 (2/day) Invisibility, Glitterdust (DC 15) 1 (4/day) Silent Image (DC 14), Grease (DC 14), Charm Person (DC 14), Cure Light Wounds 0 (at will) Know Direction, Daze (DC 13), Read Magic, Ghost Sound (DC 13), Detect Magic, Light -------------------- Statistics -------------------- Str 10, Dex 14, Con 10, Int 23, Wis 10, Cha 16 Base Atk +8; CMB +8; CMD 20 Feats Breadth of Experience, Combat Expertise +/-3, Greater Feint, Improved Feint, Improved Unarmed Strike, Kirin Strike (+12), Kirin Style, Skill Focus (Knowledge [arcana]), Toughness +11 Traits Mathematical Prodigy (Knowledge [arcana]), Scholar of the Great Beyond (Knowledge [planes]) Skills Acrobatics +10 (+6 jump), Appraise +10, Bluff +17, Climb +1, Diplomacy +7, Disable Device +24, Disguise +7, Escape Artist +3, Fly -1, Handle Animal +7, Intimidate +7, Knowledge (arcana) +33 (+35 to identify creatures), Knowledge (dungeoneering) +18 (+20 to identify creatures), Knowledge (engineering) +18 (+20 to identify creatures), Knowledge (geography) +18 (+20 to identify creatures), Knowledge (history) +20 (+22 to identify creatures), Knowledge (local) +18 (+20 to identify creatures), Knowledge (nature) +19 (+21 to identify creatures), Knowledge (nobility) +18 (+20 to identify creatures), Knowledge (planes) +21 (+23 to identify creatures), Knowledge (religion) +19 (+21 to identify creatures), Linguistics +14, Perception +20, Profession (Archaeologist) +10, Ride -1, Sense Motive +6, Spellcraft +20 (+22 to determine the properties of a magic item), Stealth +3, Survival +5, Swim +1, Use Magic Device +17; Racial Modifiers +2 Perception, rogue talents (guileful polyglot), master explorer +2, resourceful disabler Languages Abyssal, Aklo, Azlanti, Celestial, Common, Draconic, Elven, Goblin, Infernal, Necril, Orc, Osiriani, Osiriani, Ancient, Shoanti, Sylvan, Thassilonian, Tien, Varisian SQ archaeologist's luck +1 (7 rounds/day), bardic knowledge, clever explorer +2, elven magic Combat Gear Potion of cure moderate wounds (2), Potion of remove curse (2), Wand of cure light wounds, Wand of Protection from Evil; Other Gear +2 Mithral Chain shirt, +2 Buckler, +1 Longsword, Arrows (10), Shortbow, Amulet of natural armor +2, Belt of incredible dexterity +4, Cloak of resistance +2, Goggles of minute seeing, Handy haversack (10 @ 18 lbs), Headband of mental prowess (Int & Cha +2) (Bluff), Slippers of spider climbing (10 minutes/day), Bedroll, Cold weather outfit, Thieves' tools, masterwork, Waterskin, Wrist sheath, spring loaded (empty) (2), 9722 GP, 4 SP -------------------- Special Abilities -------------------- Archaeologist's Luck +1 (7 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills. Bardic Knowledge +4 (Ex) Add +4 to all knowledge skill checks. Clever Explorer +2 (Ex) Half time to use disable device. Cold weather outfit +5 Fort save vs. cold weather. Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack. Elven Immunities +2 save bonus vs Enchantments. Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Greater Feint Feinted foe loses DEX until the beginning of your next turn, rather than on next attack. Guardbreaker (Ex) Trap sense is favored enemy bon vs construct/ooze/undead. Stacks w/ranger. Improved Feint You can make a Bluff check to feint in combat as a move action. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Kirin Strike (+12) Gain +2 insight bonus to identify a creature Kirin Style May make Knowledge check against opponent as swift action to gain bonuses Left for Dead (1/day) (Su) If would be killed by attack/saveable effect, is -1 & stable. Wakes 1 min later. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Master Explorer +2 (Ex) Disable traps at 2x spd, OL as stand, always take 10 on Disable & Stealth. Resourceful Disabler (Ex) No penalty for lacking tools when Disable Device. Surefooted (Ex) Move through difficult terrain at full speed. Thrilling Escape (1/day) (Ex) Imm, make disable chk vs trap just triggered to delay activation 1 rd. Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps. Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed. |