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About ValjoenCrunch:
Valjoen
Male human (Ulfen) unchained barbarian 2/dragon disciple 3/fighter (lore warden) 2/sorcerer 1 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder Player Companion: Familiar Folio 16, Pathfinder Unchained 8) CG Medium humanoid (human) Init +7; Senses Perception +12 -------------------- Defense -------------------- AC 22, touch 12, flat-footed 20 (+7 armor, +2 Dex, +3 natural; +2 deflection vs. evil) hp 74 (8 HD; 1d6+2d10+5d12+18) Fort +11, Ref +4, Will +4; +2 resistance vs. evil Defensive Abilities uncanny dodge; Resist cold 5 -------------------- Offense -------------------- Speed 40 ft. Melee (L) +1 impact adamantine bastard sword +12/+5 (3d8+16/19-20) or . . mwk cold iron morningstar +11/+6 (1d8+10) Special Attacks rage (14 rounds/day), breath weapon (4d6 cold, 30 ft. cone, DC 14, 1/day), dragon bite, rage power (swift foot +10 ft) Sorcerer Spells Known (CL 5th; concentration +7) . . 1st (6/day)—mage armor, shield, silent image (DC 13), snowball[UW], vanish[APG] (DC 13) . . 0 (at will)—detect magic, mage hand, message, open/close (DC 12), prestidigitation . . Bloodline Draconic -------------------- Statistics -------------------- Str 23, Dex 14, Con 14, Int 10, Wis 8, Cha 14 Base Atk +6; CMB +10 (+11 bull rush); CMD 24 Feats Alertness, Blind-fight, Combat Expertise, Cornugon Smash, Eschew Materials, Extra Rage, Furious Focus[APG], Intimidating Prowess, Power Attack, Vital Strike, Weapon Focus (bastard sword) Traits glint-tongued, magical knack Skills Acrobatics +9 (+13 to jump), Bluff +6 (+7 to impress or persuade Ulfen or (at GM discretion) other poetically minded folk), Climb +9, Diplomacy +6 (+7 to impress or persuade Ulfen or (at GM discretion) other poetically minded folk), Disguise +2 (+3 to impress or persuade Ulfen or (at GM discretion) other poetically minded folk), Intimidate +21 (+22 to impress or persuade Ulfen or (at GM discretion) other poetically minded folk), Knowledge (arcana) +8, Linguistics +4, Perception +12, Sense Motive +1, Spellcraft +4, Swim +9 Languages Common, Draconic, Skald SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), dragon's flight, fast movement Combat Gear wand of cure light wounds (41 charges), wand of enlarge person, wand of protection from evil (50 charges), acid, alchemist's fire (2), antiplague[APG], antitoxin, liquid ice[APG], reagent, urea (10); Other Gear +1 mithral breastplate, +1 impact adamantine bastard sword, mwk cold iron morningstar, amulet of natural armor +1, belt of giant strength +2, boots of speed, cloak of resistance +1, cracked dusty rose prism ioun stone, backpack, bandolier[UE], bedroll, belt pouch, cold weather outfit, flint and steel, hemp rope (50 ft.), hot weather outfit[APG], mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, 14,347 gp, 1 sp -------------------- Special Abilities -------------------- Blind-Fight Re-roll misses because of concealment, other benefits. Bloodline Arcana: Draconic (Ex) +1 damage per die for [Cold] spells. Breath Weapon (4d6 cold, 30 ft. cone, 1/day, DC 14) (Su) As a standard action, deal energy damage in area (Ref half). Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack. Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent. Dragon Bite (Ex) Bite atacks deal 1d6 damage Dragon's Flight (30 ft, average, 2 minutes/day) (Ex) Familiar can sprout draconic wings. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Rage (Unchained, 14 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Swift Foot (+10 ft) (Ex) While raging, gain the listed enhancement bonus to speed. Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed. Vital Strike Standard action: x2 weapon damage dice. -------------------- Vanities:
Boons:
Debt of Cyphers: You rescued ex-Pathfinder and Cyphergate scholar Hirako Gurukaza from the hands of pirate kidnappers. In thanks, he has spread your name among the Order of the Cyphers. When in Riddleport, you gain a +2 bonus on Knowledge (arcana) and Linguistics checks when you consult Gurukaza before making the check. In addition, the Order’s connection to some of Riddleport’s more powerful criminal elements also provides you a future benefit in the form of a +2 bonus on Diplomacy checks made in the city to gather information. Dragonkiller: You defeated Aralantryx, the Shadow Lodge’s enslaved white dragon, and gained special insight into how to kill others of her kind. You may add an extra 1d6 points of damage to a single damage roll made against a true dragon at any time in the future. This damage stacks with other bonus damage such as sneak attack and is not multiplied on a critical hit. When this bonus has been used, cross Dragonkiller off your Chronicle sheet. Back to the Grave: While exploring the tomb of Pharaoh Sekh-pa-Mefer III, you encountered many undead creatures, and with each one you and your companions vanquished, you learned another trick to destroy them even more quickly. You can use this boon as a swift action to gain a +1 insight bonus on attack rolls made against undead creatures. Each time you successfully hit an undead creature, this bonus increases by 1 (maximum +3). The boon lasts for 5 rounds. When you use this boon, cross it off your Chronicle sheet. History of the Sands: Thanks to your discovery of the tomb of Pharaoh Sekh-pa-Mefer III, scholars and researchers can begin cataloging all of the history, art, and grave goods to better understand the life and achievements of this once-forgotten Pharaoh. As recompense for your contributions, you are invited to review and copy these academics’ research. You can use this boon before attempting a Knowledge (history or religion) check to take 20 as a standard action, as if you had lore master ability of a 5th-level bard. If the check pertains to Osirian history or religion, you also gain a +5 competence bonus on the check. When you use this boon, cross it off your Chronicle sheet. Scholar of The Gates Ajar: You studied the profane texts known as The Gates Ajar, and gained from them knowledge of the denizens of Abaddon, the Abyss, and Hell. You gain a +2 competence bonus on Knowledge (planes or religion) checks regarding daemons, demons, and devils. Budding Friendship: You have done a favor for Lady Silviana in Absalom, and she is willing to repay the favor. If you would earn no Prestige Points at the end of an adventure that included one or more encounters in Absalom, you can cross this boon off your Chronicle sheet to earn 1 Prestige Point instead. Faerie Dragon Improved Familiar: A caster of at least 7th level with an alignment within one step of chaotic good may bond with the faerie dragon Riddywipple using the Improved Familiar feat. If you make this bond with the creature, you must provide a copy of the Pathfinder RPG Bestiary 3 as if the improved familiar were available as an Additional Resource. Riddleport Respect: Word of your defeat of pirate captain Alejia Netrav has spread throughout Riddleport, and you’ve earned the respect of the criminals and thugs that call the city home. When you flex your muscle, folks in the City of Cyphers pay attention. You receive a +2 bonus on Intimidate checks made in Riddleport as a result. Combat Boon: As an immediate action, you may reroll an attack roll before success is determined. You must accept the second roll, even if it’s worse than the first roll. You may only use this ability twice. On using this ability, check one of the boxes. On using this ability the second time, check the final box and line through this boon. [ ] [ ] |