About Weaver, a PathfinderWeaver
Spellbook:
5th Level: communal stoneskin, fire snake, life bubble, icy prison, overland flight, wall of force (25 pages) 4th Level: acid pit, black tentacles, communal protection from energy, dimension door, emergency force sphere, eyes of the void, greater invisibility, remove curse, wall of ice (36 pages) 3rd Level: dispel magic, fireball, fly, harrowing, haste, lightning bolt, spiked pit, water breathing (24 pages) 2nd Level: aggressive thundercloud, communal endure elements, communal protection from evil, continual flame, false life, glitterdust, invisibility, mirror image, see invisibility, summon monster II, web (18 pages) 1st Level: air bubble, discern next of kin, disguise self, endure elements, enlarge person, expeditious excavation, expeditious retreat, featherfall, jump, liberating command, mage armor, magic missile, monkey fish, obscuring mist, protection from evil, shield, silent image (17 pages) Oth Level: All (except Enchantment and Necromancy) Planning:
Purchase: lesser maximize metamagic rod 11900 (14000), upgrade cloak to +5 16000, periapt of health 6375 (7500), +2 Cha ioun stone 6800 (8000) Spells: Wall of Stone (5th), Acidic Spray (5th), Greater Dispel Magic (6th), Enemy Hammer (6th), Chain Lightning (6th), Freezing Sphere (6th) Feats: consider Improved Initiative Skills: invest in Knowledge (Arcana) Vanities:
Master of Trade Background:
Tactics and Play Style:
Obyrn (Defected):
Obyrn Suburrae Male Half-Elf Rogue 6 N Medium Humanoid (Human, Elf) Init +4; Senses Low-light vision 60ft; Perception +15 (+18 traps) -------------------- Defense -------------------- AC 21, touch 15, flat-footed 17 (+5 armor, +4 Dex, +1 natural, +1 deflection) hp 49 (6d8 + 16) Fort +3, Ref +9, Will +3, Modifiers +2 to saves against enchantment spells and effects, +2 to Reflex and AC vs. trap attacks Immune magical sleep effects -------------------- Offense -------------------- Speed 30 ft. Ranged javelin +8 (1d6+1/x2), or dagger +8 (1d4+1/19-20x2) Melee +1 longspear +7 (1d8+4/x3), or spear +6 (1d8+3/x3), or Smine dagger +6 (1d4+2/19-20x2), or cold iron morningstar +6 (1d8+2) Special Attacks sneak attack (+3d6) Spell-like Abilities detect magic (3/day), truestrike (2/day, CL 5) -------------------- Statistics -------------------- Str 14, Dex 18, Con 12, Int 13, Wis 12, Cha 12 Base Atk +4; CMB +6; CMD 21 Feats Toughness, Skill Focus (Perception), Extra Rogue Talent, Combat Expertise, Improved Feint Traits Proper Training, Orphaned Skills Acrobatics +18, Bluff +10 (+5 to pass secret messages, +15 to feint in combat, +20 to lie), Climb +6, Diplomacy +5, Disable Device +18, Disguise +5, Escape Artist +8, Intimidate +5, Kn Dungeoneering +5, Kn History +6, Kn Local +5, Linguistics +10, Perception +15 (+18 for traps), Profession (Merchant) +5, Sense Motive +5, Sleight of Hand +15 (+17 for stealing), Stealth +13, Survival +6, Swim +6, Use Magic Device +5 Languages Common (Taldane), Elven, Varisian, Draconic, Azlanti, Ancient Osiriani, Kelish, Jistkan SQ Elf Blood, Multitalented, Low Light Vision Gear alchemist's fire, amulet of natural armor +1, antiplague, antitoxin, belt of giant strength +2, belt pouch, bladeguard, boots of elvenkind, candle, canteen, +1 chain shirt (mithral), chalk, charcoal (2 sticks), crowbar, cold iron morningstar, dagger (Smine), earplugs, flask, flint and steel, ioun torch, javelin, +1 longspear (darkwood), mask of stony demeanor, masterwork backpack, masterwork thieves' tools, measuring cord, mess kit, mirror, mug, rope (silk), parchment (10 sheets), Pathfinder pouch, pickpocket's outfit, powder, ring of protection +1, signal whistle, smoked goggles, spear, token of House Thrune, trail rations (10 days), universal solvent, wand of cure light wounds (50 charges), wayfinder, whetstone, 349gp -------------------- Special Abilities Sneak Attack +3d6 damage against flanked creatures or creatures denied Dex bonus (if any) to AC Evasion (Ex) Obyrn takes no damage on a successful Reflex save against attacks which would ordinarily grant half damage Trap Sense (Ex) +2 on Reflex saves and AC to avoid trap damage Rogue Talent: Minor Magic (Sp) Can cast detect magic up to three times per day. Rogue Talent: Major Magic (Sp) Can cast truestrike up to two times per day, CL equal to Rogue level. Rogue Talent: Combat Trick Combat Expertise, as feat. Uncanny Dodge (Ex) Cannot be caught flat-footed, does not lose Dex bonus to AC against invisible attackers. Improved Feint Can feint as a move action. Rogue Talent: Assault Leader (Ex) If Obyrn misses against a flanked creature, he can designate an ally that is also flanking his target. That ally may attack his target as an immediate action. Feats and Traits
Rogue Talent: Minor Magic (Detect Magic)
Rogue: Trapfinding
Racial: Low Light Vision
Trait: Proper Training (Grand Lodge)
Vanities
Background
Obyrn is not one to talk about his past, but it's more interesting than even he knows. The unwitting victim of one of Taldor's many acrimonious aristocratic rivalries, Obyrn was orphaned at a very young age when his parents were both killed in duels. The victors, of a rival family, took no pity on him and cast him to the curb when they took over his parents' estate. A passing traveler came upon the starving boy on the road and took him as far as the vagabond camp by Oppara before continuing on his way. There, among the great huddled masses of Oppara's poorest citizens, Obyrn scratched out a living for himself over the next fifteen years. His earliest memories are of pitying strangers throwing him scraps, but as he grew in age and strength, those years became marked more by self-sufficiency and then taking rather than receiving. Obyrn delighted most in stealing, by hand or by tongue, from the opulent nobles in Oppara proper, finding their lifestyles (which he might once have shared) to be beyond contempt. Despite a relatively comfortable living compared to others in the camp, young Obyrn itched to get away from Oppara and see something new. Tales reached him, of course, of the City at the Center of the World, and eventually Obyrn patched together enough cash to buy passage to see its wonders. In Absalom, his living barely changed, but the location made all the difference to him. Eventually he was invited to join the Pathfinder Society after the Society discovered a string of successful thefts against Aspis Consortium spies in the city. His Confirmation involved several more such thefts, during the last of which Obyrn was nearly caught but for a well-timed thrust of the decorative longspear he grabbed off the wall. His loyalty to the Society runs as deep as his hatred of the unscrupulous and wasteful Aspis, who he has skillfully hunted all across Varisia and the Hao Jin Tapestry, but the considerable mercantile skill he developed in his youth (what he stole wasn't food, after all) has recently become quite useful to Trade Prince Aaqir al'Hakam and his establishment of the Exchange. Obyrn hopes to ensure that the wealth generated by that enterprise generally comes to benefit the Society, but he doesn't mind lining his own pockets at the same time. Tactics and Play Style
Obyrn is fast striker and a faster talker. He'll be polite and diplomatic when he has to, but if he can lie his way out of a bind he will do so. In battle, he looks for the enemy's weak spots, always skirting around the main fight to get behind. When he can't do that, he'll feint to present a frontal attack but quickly turn it into a surgical strike. Occasionally, he'll throw in a casting of truestrike. Obyrn also has eyes like a hawk and a good deal of experience with spotting, disabling, and/or dodging traps, so it's a good idea to let him go first and do the scouting. When not on a mission or squeezing a mark, Obyrn is a hard and fairly taciturn man with few words and even fewer hobbies, other than stealing from rich folk who waste their money anyways. He's loyal to his friends, surprisingly indifferent to gold (but not entirely so), and ruthless to his enemies. Especially the Aspis. He hates those guys.
True Weaver:
Weaver Male Varisian Wizard 6, Harrower 4 CG Medium Humanoid (Human) Init +2; Senses Perception +11 -------------------- Defense -------------------- AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) hp 88 (10d6 + 46) Fort +9, Ref +9, Will +11 (+1 vs enchantments) Resist fire 5 -------------------- Offense -------------------- Speed 30 ft., fly 40 ft. Ranged Smine dagger +8 (1d4-1/19-20x2) Melee Smine dagger +3 (1d4-1/19-20x2) Special Attacks disruption (11/day), counterspell mastery (2/day) Spell-like Abilities dancing lights (3/day) Spells Prepared (CL 10, concentration +18, combat casting +22) Level 5 (4/day) communal stoneskin, icy prison (dc 25), Level 4 (6/day) acid pit (dc 22), communal protection from energy, dimension door, emergency force sphere, greater invisibility, wall of ice (dc 24) Level 3 (6/day) dispel magic, dispel magic, fireball (dc 23), haste, lightning bolt (dc 23), spiked pit (dc 21) Level 2 (7/day) false life, glitterdust (dc 20), invisibility, see invisibility, mirror image, web (dc 20) Level 1 (7/day) shield, Cantrips (at will) detect magic, read magic, ghost sound (dc 18), prestidigitation -------------------- Statistics -------------------- Str 7, Dex 16, Con 16, Int 26, Wis 12, Cha 12 Base Atk +5; CMB +3; CMD 16 Feats Harrowed, Toughness, Spell Focus (evocation), Combat Casting, Greater Spell Focus (evocation), Disruptive Spell, Improved Counterspell, Varisian Tattoo (evocation), Improved Spell Penetration Traits upstanding (Exchange), magical lineage (magic missile) Skills acrobatics +3, appraise +12, bluff +10, craft (alchemy) +15, climb +0, diplomacy +15, disguise +5, fly +25, knowledge (arcana) +16, knowledge (other) +12, linguistics +21, perception +11, perform (storytelling) +10, profession (merchant) +14, sense motive +15, spellcraft +21, swim +0, use magic device +5 Languages Common (Taldane), Varisian, Shoanti, Elven, Dwarven, Skald, Varki, Hallit, Kelish, Osiriani, Orc, Thassilonian, Azlanti, Draconic, Undercommon, Celestial, Polyglot, Ancient Osiriani, Terran, Aquan SQ harrowed, blessing of the harrow, harrow casting, tower of intelligence, tower of strength, tower of charisma Gear alchemist's fire, antiplague (2), antitoxin (2), belt of physical might +2 [Dex/Con], candle, canteen, chalk, charcoal (2 sticks), cloak of resistance +3, crowbar, cold iron morningstar, dagger (Smine), earplugs, explorer's outfit, flask, flint and steel, handy haversack, harrow deck (bonded object), headband of vast intelligence +6 [fly, spellcraft, perception], ioun torch (heightened), lesser extend metamagic rod, measuring cord, mess kit, mirror, mug, rope (silk), parchment (10 sheets), potion of touch of the sea, powder, scroll of break, scroll of comprehend languages (2), scroll of expeditious excavation, scroll of gaseous form, scroll of glitterdust (2), scroll of identify, scroll of invisibility, scroll of jump, scroll of knock, scroll of liberating command, scroll of make whole, scroll of monkey fish (2), scroll of remove paralysis, scroll of share language, scroll of summon monster I, scroll of tongues, shovel spell components (4), signal whistle, smoked goggles, spellbook, spell component pouch (2), token of House Thrune, trail rations (8 days), universal solvent (2), wand of cure light wounds (49 charges), wayfinder, whetstone -------------------- Special Abilities Harrowed (Ex) Weaver gains a +1 bonus on all Will saves made to resist enchantment effects. Additionally, at the beginning of each day, Weaver draws a card from his harrow deck. Once during the next 24 hours, he can called upon the foresight of this card to grant him a +2 bonus to a single d20 roll modified by the card's suit. Blessing of the Harrow (Su) Once per day, Weaver can perform a harrowing for himself and his allies. The reading provides a single bonus determined by the suit with most cards showing (Weaver chooses in event of a tie): +1 on attack rolls for Strength, +1 to AC for Dexterity, +1 on weapon damage rolls for Constitution, +1 to all skill checks for Intelligence, +1 on all saving throws for Wisdom, or +1 on all caster level and concentration checks for Charisma. This bonus lasts for 24 hours. Bonded Object (Ex) Weaver's harrow deck serves as his bonded object. Once per day he can use his deck to cast a single spell from his spellbook (except false life), even if not prepared. This spell cannot be modified by metamagic feats or harrow casting. Counterspell School Weaver is an adept abjurer focusing in counterspelling. He can prepare one additional spell each day at each spell level above 0th, but this spell must be an abjuration spell. Resistance (Ex) Weaver has made many a caravan across the scorched plains atop the Storval Rise. As an abjurer, he has learned to protect himself from the ember storms. He gains fire resistance 5. Disruption (Su) Weaver is skilled at disrupting another caster's work. 10 times per day, he can touch an enemy and place a field of disruption around them. To cast any spell, the subject must make a concentration check equal to 15 plus double the spell's level. This field lasts for 5 rounds. Counterspell Mastery (Su) Weaver has mastered the art of blocking another's spellcasting. Twice per day he can cast a counterspell as an immediate action. The counterspell used must be at least one level higher than the spell being countered. Varisian Tattoo (Ex) Weaver bears intricate Thassilonian runes etched across his arms, chest, and neck. These are marks of arcane power, and grant him greater ability to use evocation magic. He gains dancing lights as a spell-like ability and all evocation spells are cast at +1 caster level. Harrow Casting (Su) Four times per day, Weaver can use the magic of his harrow deck to enhance a spell he is casting. He draws three cards and gains a bonus for each card of a suit in which he has mastered a mental Tower. Tower of Intelligence (Su) This tower grants Weaver a +1 bonus on spell penetration checks for each Intelligence card drawn. Tower of Strength (Su) This tower grants Weaver a +1 bonus per die on spells that deal damage for each Strength card drawn. Tower of Charisma (Su) This tower grants Weaver a +1 bonus on a spell's DC for each Intelligence card drawn. Improved Spell Penetration (Ex) Weaver excels at penetrating magical defenses, and gains a +2 bonus on checks made to penetrate spell resistance. |