Vari Varjo
Female WayangUnchained Rogue (Bandit, Knife Master) 1 / Mesmerist (Enigma) 1
N Small Outsider/Humanoid (native/wayang)
Init +5; Senses darkvision 60 ft.; Perception +6 (+2 to avoid surprise)
. . Giant Ambivalence gain a +1 trait bonus on initiative checks; gain a +2 trait bonus on Perception checks to not be surprised in a surprise round of combat
Str 10, Dex 18, Con 14, Int 12, Wis 8, Cha 14
. . Shadow Speaker (4/day; free action, 1/turn) gain a +3 insight bonus on ability check; must choose to use before making the appropriate die roll
Resources:
Rerolls
. . Cthulhu Brew t-shirt [ ]
Boons
. . Elemental Investigator [ ][ ][ ][ ] (different effects based on real world season)
. . Explore, Report, Cooperate (The Confirmation) [ ] (get GM advice on proposed action)
. . Explore, Report, Cooperate (The Wounded Wisp) [ ] (get GM advice on proposed action)
. . Prized Find [ ] (earn 1 prestige point if failed to meet success condition of scenario)
Faction Priorities
9 - adventure on another plane or in Mana Wastes, Shackles, or Worldwound
9 - peacefully resolve encounter with air, earth, fire, or water subtype
9 - forego downtime to map ley lines with Craft (maps), Knowledge (geography), Knowledge (planes), or Profession (cartographer)
9 - close planar portal or remove elemental disturbance
9 - recover magic item tied to air, earth, fire, or water
Boons:
Persistent
. . Confirmed Field Agent Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. Furthermore, if you assign this chronicle to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
. . Friend of Janira Gavix The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
. . Gnoll Tactics: (from 192785-2 CS 16) So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following feats and archetypes from Pathfinder RPG Monster Codex as if they appeared on the Additional Resources page: Coordinated Reposition, Disarm Partner, Improved Disarm Partner, Snapping Flank, the pack rager barbarian archetype, and the flindbar.
. . Remnant of the First World One of your items has been infused with a spark of transformation from the First World, giving it unusual characteristics. Record the name of the item and its properties on the lines below. These effects do not hamper the item’s performance. If you wish to remove these effects, you may do so without cost between scenarios by encasing the item in a cold iron box for a week.
Item: candle
Properties: when in use, repeats everything its owner says in a singsong voice
Periodic
Limited
. . Confirmed Field Agent Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point.
. . Defender of Absalom You aided Absalom in its hour of need, breaking the siege of demon-flesh monstrosities, undead saboteurs, and ghastly ships. The people of Absalom witnessed your triumphs and will remember your courage for several decades in particular. Choose one (or two, if so instructed by the Overseer GM) of the following rewards corresponding to a faction's objective that either the House successfully fulfilled (corresponding to one of the conditions announced during play) or that your table successfully fulfilled; cross the others off your Chronicle sheet. You do not need to be a member of a particular faction to choose its associated reward.
[ ] Tempest Guardian (Grand Lodge) You led the Muckruckers to victory in reclaiming Fort Tempest, which also salvaged some of the fort's besmirched reputation. The militia makes you an honorary Muckrucker, teaching you or a protégé some of their favorite tricks. You can check the box that precedes this boon when making a new Pathfinder Society character to grant your new character one of the following as a bonus trait: fast-talker, resilient, or suspicious. Alternatively, you can gain the trait.
[ ] Maestro of Manummission (Liberty's Edge) You oversaw the manumission of hundreds of Absalom's slaves, which might mark the end of slavery in the city and recruit new talent to the Society. You can check this box when creating a new character to begin that character at 2nd level with 3 XP, 1,500 gp, and 6 Prestige Points.
. . Elemental Investigator The insight you have gained from your studies in the First World helps you channel the influence of the seasons, honing your understanding of the balance of elemental forces. You may check off the first box before this boon in spring, the second in summer, the third in autumn, and the fourth in winter, using real-world seasons. For the abilities listed below, your caster level is equal to your character level.
Spring: You can channel the essence of autumn’s harvest. This functions as goodberry, except that its target is any plant, and it causes 2d4 pumpkins to sprout that grant the berry’s typical benefits.
Summer: You can channel the essence of winter’s chill into a creature you touch. This functions as shocking grasp, except that it deals cold damage instead of electricity damage.
Autumn: You can channel the essence of spring’s growth, casting entangle as a spell-like ability.
Winter: You can channel the essence of summer’s heat, casting burning hands as a spell-like ability.
Once you have checked all four boxes, you gain access to the elf racial spell ward of the seasons on all of your Pathfinder Society characters as if they were elves. Your elf PCs gain a +1 bonus to their effective caster level for the purposes of this spell.
. . Explore, Report, Cooperate (The Confirmation) 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 reflection 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.
. . Explore, Report, Cooperate (The 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 reflection 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 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).
Defense:
AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size); CMD 13 (9 Fl)
hp 17 (2d8, +2 Con)
Fort +3, Ref +9, Will +2
Special Defenses
. . Cloak of resistance +1 resistance bonus on all saving throws
. . Scion of Shadows increase miss chance from dim light to 50%
. . Shadow Speaker (4/day; free action, 1/turn) gain a +3 insight bonus on saving throw; must choose to use before making the appropriate die roll
Offense:
BAB+0; CMB -1
Speed 20 ft.
Melee
. . rapier +5 (1d4, 18-20, P)
. . dagger +5 (1d3, 19-20, P/S)
. . sap +5 (1d4, B, nonlethal)
. . unarmed strike +5 (1d2, B, nonlethal)
. . touch +5
Ranged
. . dagger +5 (1d3, 19-20, P/S, 10')
. . ranged touch +5
Special Attacks
. . Shadow Speaker (4/day; free action, 1/turn) gain a +3 insight bonus on attack roll; must choose to use before making the appropriate die roll
. . Sneak Stab (+1d8/+1d4) attacks deal extra damage any time target would be denied a Dexterity bonus to AC or when the rogue flanks target; additional damage is precision damage and is not multiplied on a critical hit; +1d8 with dagger, kerambit, kukri, punching daggers, starknife, swordbreaker dagger; +1d4 with all other weapons
. . Whetstone +1 bonus to damage on first hit with nonmagical blade; requires 15 minutes of prep
Spells:
Mesmerist Spells Known (CL 1st; vs. SR +1, concentration +3)
1st Level
. . Burst of adrenaline immediate, T/E, personal, instant
gain +8 enhancement bonus to Strength, Dexterity, or Constitution for a single d20 roll dependant on that ability; fatigued for 1 round afterward
. . Burst of insight immediate, T/E, personal, instant
gain +8 enhancement bonus to Intelligence, Wisdom, or Charisma for a single d20 roll dependant on that ability; dazed for 1 round afterward
Cantrips
. . Detect magic standard, V/S, 60' cone, concentration up to 1 min/level
detect magical auras; information learned depends on time spent in study (see text)
. . Detect poison standard, V/S, close, 1 creature/object/cube, instant
determine whether single creature, object, or 5' cube is poisonous or has been poisoned; determine exact type of poison with DC 20 Wisdom and/or trained Craft (alchemy) check(s); blocked by 1 foot stone, 1 inch common metal, thin sheet lead, or 3 feet wood/dirt
. . Message standard, V/S/F (copper wire), medium, 1 creature/level, 10 min/level
whisper messages and hear replies; DC 25 Perception for nearby creatures to hear; blocked by magical silence, 1 foot stone, 1 inch common metal, thin sheet lead, or 3 feet wood/dirt
. . Prestidigitation standard, V/S, 10 ft, 1 hour
perform simple magical effects (see text)
Spell Modifiers
. . Shadow Speaker (4/day; free action, 1/turn) gain a +3 insight bonus on caster level check or concentration check; must choose to use before making the appropriate die roll
Feats & Traits:
Feats
. . Wayang Soothsayer gain shadow speaker racial trait; if already have shadow speaker, can increase the number of times per day that you can use shadow speaker by 1, and increase the insight bonus granted from each type of use by 1
. . Weapon Finesse (bonus feat) with a light weapon, rapier, whip, or spiked chain made for a creature of your size, may use Dexterity modifier instead of Strength modifier on attack rolls; if carrying a shield, its armor check penalty applies to your attack rolls
Traits
. . Giant Ambivalence gain a +1 trait bonus on initiative checks; gain a +1 trait bonus on Sense Motive checks; gain a +2 trait bonus on Perception checks to not be surprised in a surprise round of combat
. . Balanced Offensive (1d6, 1/day) target foe within 30' with choice of cleric domain power (acid dart, fire bolt, icicle, lightning arc, storm burst); effective cleric level equal to character level; use additional time per day for every 5 levels
[1] *Acrobatics +8 (-4 to jump when speed below 30')
[ ] Appraise +1
[1] Bluff +6
[ ] *Climb +0
[ ] Diplomacy +2
[2] Disable Device +7 (+4 with masterwork tools)
[ ] Disguise +2
[1] *Escape Artist +8
[ ] *Fly +6
[ ] Heal -1
[ ] Intimidate +2
[1] Knowledge (arcana) +5 (+1 in the Grand Lodge)
Knowledge (dungeoneering) Knowledge (history)
[1] Knowledge (local) +5 (+1 in the Grand Lodge)
Knowledge (nobles)
[1] Knowledge (religion) +5 (+1 in the Grand Lodge)
Linguistics
[2] Perception +6 (+2 to avoid surprise)
[1] Perform (act) +6
[ ] *Ride +4
[ ] Sense Motive +0
[1] Sleight of Hand +8 (+0 to conceal a light blade)
[1] Spellcraft +5
[2] *Stealth +16
[ ] Survival -1
[ ] *Swim +0
[2] Use Magic Device +7
Skill Modifiers
. . Friend of Janira Gavix gain a +1 bonus on Knowledge checks performed within the Grand Lodge
. . Giant Ambivalence gain a +1 trait bonus on Sense Motive checks; gain a +2 trait bonus on Perception checks to not be surprised in a surprise round of combat
. . Hidden Blade add half level on Sleight of Hand checks to conceal a light blade
. . Lurker +2 racial bonus on Perception and Stealth checks
. . Shadow Speaker (4/day; free action, 1/turn) gain a +3 insight bonus on skill check; must choose to use before making the appropriate die roll
. . Veiled Steps +1 gain bonus to Stealth checks equal to 1/4 mesmerist level (minimum +1)
Languages Common (Taldane), Varisian, Wayang
Special Abilities:
Wayang Racial Abilities
+2 Dex, +2 Int, -2 Wis
. . Darkvision 60 ft.
. . Lurker (Ex) +2 racial bonus on Perception and Stealth checks
. . Scion of Shadows count as outsider (native) and humanoid (wayang) for any effect related to race, including feat prerequisites and spells that affect humanoids; attacks made against wayang in dim light have a 50% miss chance instead of the normal 20% miss chance (doesn’t grant total concealment; only increases the miss chance); replaces light and dark and shadow resistance
. . Shadow Speaker (Su; 4/day; free action, 1/turn) gain a +3 insight bonus on ability check, attack roll, caster level check, concentration check, saving throw, or skill check; must choose to use before making the appropriate die roll; replaces shadow magic
Rogue Class Abilities
. . Finesse Training (Ex) at 1st level, gain Weapon Finesse as a bonus feat; at 3rd level, select any one type of weapon that can be used with Weapon Finesse; add Dexterity modifier instead of Strength modifier to the damage roll; if any effect would prevent adding Strength modifier to the damage roll, do not add Dexterity modifier; select a second weapon at 11th level and a third at 19th level
. . Hidden Blade add half level on Sleight of Hand checks to conceal a light blade; replaces trapfinding
. . Sneak Stab (Ex) attacks deal extra damage any time target would be denied a Dexterity bonus to AC or when the rogue flanks target; additional damage is precision damage and is not multiplied on a critical hit; +1d8 with dagger, kerambit, kukri, punching daggers, starknife, swordbreaker dagger; +1d4 with all other weapons; supplements sneak attack
Mesmerist Class Abilities
. . Enigmatic Stare -4 (Su) target of hypnotic stare takes a –4 penalty on Perception checks to notice the enigma (at 8th level, penalty increases to – 6); replaces painful stare
. . Hypnotic Stare (30 ft; swift) (Su) creature takes –2 penalty on Will saving throws (–3 at 8th level); can maintain stare against one opponent at a time; remains in effect until mesmerist stares at new target, opponent dies, opponent moves farther than 30 feet away, or mesmerist falls unconscious/dies; can remove memory of stare from target’s mind; creature doesn’t remember (nor realize that it is currently being affected) unless mesmerist allows; psychic effect that relies more on mesmerist’s focus than target’s perception; can’t be avoided as gaze attacks can; can use ability even while blinded, but must succeed at DC 20 concentration check; stare requires focus, so if mesmerist uses gaze attack or similar ability, must target subject of stare or voluntarily end stare; penalties from multiple stares don’t stack, nor do they stack with penalties from witches’ evil eye hexes; mind-affecting effect
. . Mesmerist Weapon Proficiencies No penalties on attack rolls with hand crossbow, sap, sword cane, and whip
. . Mesmerist Tricks (110 ft, 3/day) (Su) can create hypnotic bonds with allies, implanting magical suggestions in minds that can later activate; can implant number of tricks equal to 1/2 mesmerist level (minimum 1) plus Charisma bonus (if any); can have only one trick implanted at a time; implanting new trick ends previous one; standard action to implant trick; either touch a willing creature or implant trick in self; creature can be subject of only one trick at a time; mesmerist can activate trick as free action when triggering condition is met; subject must be within medium range to trigger trick; doesn’t need line of sight to trigger trick, but anything that blocks telepathic contact prevents triggering tricks; implanted trick lasts until the next time the mesmerist regains spells
. . Solipsism (Su) when enigma uses hypnotic stare on a creature, instead of applying a penalty on the creature’s saving throws, enigma begins to fade from creature’s view; until enigma’s next turn, enigma gains effects of concealment against that creature (unless it can see invisible creatures); starting on enigma’s next turn, gains effect of invisibility against that creature; effects last as long as enigma continues to use hypnotic stare, but actions that would end invisibility end hypnotic stare immediately; enigma can reinstate effect, but it begins with 1 round of concealment as before; alters hypnotic stare
. . Veiled Steps +1 gain bonus to Stealth checks equal to 1/4 mesmerist level (minimum +1); replaces consummate liar
Mesmerist Tricks
. . Shadow Splinter (5 damage) (Su) protects subject against an attack and redirects the harm to someone else; can trigger trick when subject takes damage from an attack and there is another target within range of the original attack; damage subject takes is reduced by 3 + mesmerist’s Charisma modifier (to a maximum of the total amount of damage the attack deals); another creature within range of original attack, other than attacker, is affected by shadow illusion that makes it appear as if attacker is attacking that creature instead of actual target; second creature takes damage equal to amount by which attack’s damage was reduced; shadow attack doesn’t require roll to hit and ignores cover and concealment, but target can attempt Will save to disbelieve; if Will save succeeds, target neither takes damage nor believes attacker targeted it; this is an illusion (shadow) effect
Gear:
Light up to 28.5 lbs. Medium up to 49.5 lbs. Heavy up to 75 lbs.
Current Load Carried 26.9 lbs. (Light)
Money 733 gp 6 sp 5 cp
Belt Pouch
Alchemist's fire
Caltrops, cold iron
Chalk
Money
Signal whistle
Thieves tools, masterwork
Whetstone
Items Available for Purchase:
Always Available (in a town of more than 5,000 residents)
. . All basic armor, gear, items, and weapons from Chapter 6 of the Pathinder RPG Core Rulebook, including items for Small and Large characters. This does not include equipment made from dragonhide, but it does include equipment made from the other special materials, such as alchemical silver and cold iron. All mundane weapons, armor, equipment, and alchemical gear found in any other source that is legal for play are considered always available, including masterwork quality versions where a cost is defined.
. . +1 weapons (2,000 gp + 300 gp for the masterwork weapon cost + item cost)
. . +1 armor (1,000 gp + 150 gp for the masterwork armor cost + item cost)
. . +1 shields (1,000 gp + 150 gp for the masterwork armor cost + item cost)
. . potions and oils of 0- or 1st-level spells at caster level 1st (50 gp or less)
. . scrolls of 0- or 1st-level spells at caster level 1st (50 gp or less)
. . wayfinder (at a 50% discount for 250 gp)
. . All items purchased with Prestige Points
Current Fame: 8
. . items up to 500 gp
5-08 The Confirmation
. . amulet of natural armor (2,000 gp)
. . bracers of armor +1 (1,000 gp)
. . cloak of resistance +1 (1,000 gp)
. . pearl of power (1st level spell; 1,000 gp)
. . ring of protection +1 (2,000 gp)
. . scroll of mage armor (CL 6th; 150 gp)
. . wand of burning hands (CL 3rd, 4 charges; 180 gp, limit 1)
. . wand of cure light wounds (CL 3rd, 8 charges; 360 gp, limit 1)
6-10 The Wounded Wisp
. . alexandrite gem (750 gp; glows as affected by continual flame heightened to a 3rd-level spell [CL 5th])
. . cloak of resistance +1 (1,000 gp)
. . wand of cause fear (15 charges; 225 gp)
9-14 Down the Verdant Path
. . boots of the cat (1,000 gp)
. . growling bag of tricks (gray; 1,500 gp)
. . pearl of power (1st level, 1,000 gp)
. . scroll of hallucinatory terrain (700 gp)
Bot Me:
Combat: Vari is still a young rogue, so in combat her primary strategy is to go for sneak attacks with her rapier, whether that's from flanking or attacking from Stealth to get opponents flat-footed.
Out of combat: Pretty much a skill monkey, at this point. Don't forget about the +3 insight bonus from Shadow Speaker (4/day); as long as I'm left at least one use of this in the end, feel free to use this resource.
Starting Gold: 150 gp
Scenario Gold: 430 gp
Day Job:Perform (act) 22 = 20 gp
Items sold: 30 gp
Gold spent: 249.35 gp
Final Gold: 380.65 gp
The Concordance Season 9 Faction Goal
Help grow the Concordance by recruiting a named figure with either a significant connection to the natural world (such as a druid) or a significant connection to elemental forces (such as a creature with an elemental subtype). Recruitment requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 + your character level.
Starting Gold: 205.65 gp
Scenario Gold: 508 gp
Day Job:Perform (act) 23 = 20 gp
Final Gold: 733.65
The Concordance Season 9 Faction Goal
Help grow the Concordance by recruiting a named figure with either a significant connection to the natural world (such as a druid) or a significant connection to elemental forces (such as a creature with an elemental subtype). Recruitment requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 + your character level.