Ageless Master

Will Hawk's page

400 posts. Organized Play character for PJP.


Full Name

William Hawk

Race

Human

Classes/Levels

Ranger 2/Rogue 4 | HP: 40/40| AC: 22 (16 Tch, 16 Fl) | CMD: 22/24 v disarm | F: +5, R: +12, W: +3 | Init: +3 | Perc: +9/+11 v Human, SM: +6/+8 v Human | Active conditions: none

Gender

Male

Size

Medium

Age

19

Alignment

CN

Languages

Common, Tien, Hallit, Aquan

Strength 14
Dexterity 19
Constitution 10
Intelligence 13
Wisdom 12
Charisma 14

About Will Hawk

150786-12
XP 16 / PP 32 / FP 34

William Hawk
CN Male Human Ranger 2 / Rogue 4

Init +3
Languages: Common, Tien, Hallit, Aquan
FACTION Liberty's Edge

HP 40 (1d10 = 10; +5+1; +6; +5+1; +5+1; +5+1)

DEFENSE
AC 22, touch 16, flat-footed 16, 26 vs AoO due to movement (+4 Dex +5 Chainshirt +1 natural +1 deflection +1 Dodge)
CMD 21 / 23 vs disarm (+4 BAB +2 Str +4 Dex +1 Dodge)
Fort +5 (3 Rng +1 Rog + 0 Con +1 cloak)
Ref +12 (3 Rng +4 Rog + 4 Dex +1 cloak)
Will +3 (0 Rng +1 Rog + 1 Wis +1 cloak)

Defensive Abilities
Evasion - successful Reflex savvs an attack that normally deals half damage on a successful save, takes no damage instead

Uncanny dodge - cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible

Trap Sense +1 - +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

Combat Expertise Take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

OFFENSE
Speed 30 ft
Base Attack +5; Melee Touch +7; Ranged Touch +9 (+2 Rng +3 Rog)
CMB +7 (+5 BAB +2 Str)

Melee
Rapier Att +10, Dmg 1d6+2, S, Crit 18-20/x2 (Att: +5 BAB, +4 Dex +1 MW; Dmg: +2 Str)
add +1 for Str if used two-handed
Dagger Att +10, Dmg 1d4+2, P or S, Crit 19-20/x2 (Att: +5 BAB, +4 Dex +1 MW; Dmg: +2 Str)

Ranged
Comp Longbow Att +10, Dmg 1d8+2, P, Crit 20/x3 (Att: +5 BAB +4 Dex +1 MW; Dmg: +2 Str)
Dagger Att +10, Dmg 1d4+2, P or S, Crit 19-20/x2 (Att: +5 BAB +4 Dex +1 MW; Dmg: +2 Str)

+2 bonus on weapon attack and damage rolls against Humans
+1 trait bonus on attacks of opportunity made with daggers, swords, and similar bladed weapons.

Sneak attack: +2d6 damage
Disarm: +2

STATISTICS
Abilities Str 14 (+2), Dex 17+2 (+4), Con 10 (+0), Int 13 (+1), Wis 12 (+1), Cha 14 (+2)

SKILLS 56 (6 + 1 Int +1 Human/6+1+1/8+1+1/8+1+1/8+1+1/8+1+1) 10 more
Acrobatics* +13/+14 (Rank 6 + 4 Dex + 3 Class + 1 While on board any vessel afloat on water)
Appraise* +5 (Rank 1 + 1 Int + 3 Class)
Bluff* +6/+8 # (Rank 1 + 2 Chr + 3 Class)
Climb* +6/+7 (Rank 1 + 2 Str + 3 Class + 1 While on board any vessel afloat on water)
Diplomacy* +8 (Rank 2 + 2 Chr + 3 Class)
Disable Device* +13 (Rank 6 + 4 Dex + 3 Class)
Disguise* +8 (Rank 3 + 2 Chr + 3 Class)
Escape Artist* +9 (Rank 2 + 4 Dex + 3 Class)
Fly +3
Handle Animal* +6 (Rank 1 + 2 Chr + 3 Class)
Heal* +5 (Rank 1 + 1 Wis + 3 Class)
Intimidate* +6 (Rank 1 + 2 Chr + 3 Class)
Knowledge (Dungeoneering)* +5 (Rank 1 + 1 Int + 3 Class)
Knowledge (Geography)* +5 (Rank 1 + 1 Int + 3 Class)
Knowledge (Local)* +5 / +7 # (Rank 1 + 1 Int + 3 Class)
Knowledge (Nature)* +5 (Rank 1 + 1 Int + 3 Class)
Linguistics* +6 (Rank 2 + 1 Int + 3 Class)
Perception* +10/+12 # (Rank 6 + 1 Wis + 3 Class)
Ride* +7 (Rank 1 + 3 Dex + 3 Class)
Sense Motive* +6 /+8 # (Rank 2 + 1 Wis + 3 Class)
Slight of Hand* +9 (Rank 2 + 4 Dex + 3 Class)
Spellcraft* +5 (Rank 1 + 1 Int + 3 Class)
Stealth* +13 (Rank 6 + 4 Dex + 3 Class)
Survival* +5/+6/+7/+8 # (Rank 1 + 1 Wis + 3 Class) adds half Rng level (minimum 1) to follow tracks
Swim* +7 (Rank 2 + 2 Str + 3 Class)
Use Magic Device* +10 (Rank 5 + 2 Chr + 3 Class)

# +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Humans.

EQUIPMENT
Hawk (Steve)
+1 Mithral Chain Shirt (1100gp+1000gp) masterwork
Belt of incredible dexterity +2 (4,000 gp)
Cloak of resistance +1 (1000 gp)
Ring of Protection +1 (1000 gp)
Amulet of natural armor +1 (2000 gp)

MW Rapier (320 gp)
MW Dagger (302 gp)
+2 Darkwood Composite Longbow (2 PP)

Acid Flask (10 gp)
Waterskin (1 gp)
Flask (3 cp) (Duplicates a 1st level potion. Current: Potion of Feather Step)
Yekai Deathhand's Marvel
Antitoxin (50 gp)
Wand of Cure Light Wounds (49 charges)

Sack (1 sp)
Grappling Hook (1 gp)
50' Silk rope (10 gp)

Backpack 2 gp
3 Torches - 3cp
Scroll of Fly 375 gp
Disguise Kit (50 gp, 9 uses left)
Oil of Light - 25 gp
Oil of Magic Weapon 50 gp
Flint and Steel 1 gp

Efficient Quiver 1800 gp
20 Arrows 1gp
20 Cold-iron arrows 2 gp
10 Silvered arrows 21 gp

COINS
PP – 0
GP – 7192
SP – 9
CP – 7

FEATS
Combat Expertise (Combat) You can choose to take a –2 penalty on melee attack rolls and combat maneuver checks to gain a +2 dodge bonus to your Armor Class. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. (Human Bonus)
Improved Disarm (Combat) You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you. (Level 1 Choice)
Two-Weapon Fighting (Ranger 2 Bonus Combat)
Dodge +1 dodge bonus to AC (Level 3 Choice)
Weapon Finesse (Rogue Talent: Finesse Rogue)
Mobility +4 AC vs AOO due to movement (Level 5 Choice)
Rogue crawl While prone, a rogue with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A rogue with this talent can take a 5-foot step while crawling. (Level 4 Rogue Talent)

TRAITS
Captain’s Blade: While on board any vessel afloat on water, you gain a +1 trait bonus on Acrobatics and Climb checks. Acrobatics becomes a class skill for you.
Fencer: You gain a +1 trait bonus on attacks of opportunity made with daggers, swords, and similar bladed weapons.

SPECIAL ABILITIES
Favored Enemy: Human. At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks
Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents:
Finesse Rogue: Dex is +3 vs Str +2, and can concentrate improvements there (Although max would be +4, so...)

BOONS
The Chelish Embassy of Absalom recognizes you for your outstanding service to the Empire. You are granted 1 free use of a divination spell from a Cleric of Asmodeus. You can only use this boon in Egorianm, Cheliax's diabolical capital city.

The Andoren Embassy of Absalom regards you as an upstanding free citizen of the republic.

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. Furthermore, if you assign this Chronicle sheet 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).

Explore, Report, Cooperate: 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.

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.

Curious Pipefox: One time bonus to Knowledge (history or religion) - use 25 as skill or +5. (Deepmarket Deception, 03.2)

Grippli's Favor: +2 bonus on Charism checks to influence Grippli's. (4.1)

Sky Key Component (Sargava): 1 piece of the sky key

Belkzen Veteran: You have crossed the Hold of Belkzen, negotiated with the orc representatives, and clashed with opportunistic raiders. You can spend 2 Prestige Points to learn Orc as a bonus language. In addition, you can check the box that precedes this boon to gain the benefits of the orc ferocity half-orc racial trait for 1 round. If you already have this racial trait and activate that ability, you can check the box to act normally as though you did not have the disabled condition for 1 round.

Martyr’s Shard 1: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. In helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil on your own terms. As a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as a cold iron, good-aligned weapon for 1 minute. Future Martyr’s Shard boons may unlock additional benefits.
If you are a paladin or lawful good character capable of casting divine spells, the +1 enhancement bonus stacks with the weapon’s existing enhancement bonus, if any (but not with similar additional enhancements, such as that granted by a paladin’s divine bond ability). Furthermore, you can check the box that precedes this boon to instead cast dispel magic as a spell-like ability using your character level as the spell’s caster level. Any character with this boon can choose to purchase an avenging dagger (120,604 gp; functions as a holy avenger but is a dagger rather than a longsword) as though her effective Fame were 10 higher. If this character
has earned two, three, or all four Martyr’s Shard boons, reduce the cost of an avenging dagger to 110,604 gp, 100,604 gp, or 90,604 gp respectively.

Scarred Champion: Vildeis grants the strength to endure pain to strike down evil, and in escorting Ivvora’s hilt back to the Twinhorn following, you now carry a spark of that empyreal lord’s divine resilience. When you would fail a saving throw against the spell or spell-like ability of an undead creature, you can check the box that precedes this boon to roll 1d6 and increase the saving throw result by that amount. If the bonus is enough to turn the failure into a success, the saving throw succeeds. This near-death experience leaves you with a hand-sized scar somewhere on your body—a reminder of Vildeis’s assistance.

Frozen Fortitude

Martyr's Shard 2 & 3 & 4

Triumph over Scales

Blight Bane

Fangwood Purifier

Blood and Courage

Empyreal Revnant

Budding Friendship

Liberty Never Rests (Liberty's Edge Faction)

DESCRIPTION
A suntanned, swarthy looking slight man with dark hair in many braids. He is often wearing a headband and sporting a thin mustache, and occasionally a scraggly beard. Wearing high topped leather boots and a leather vest that look a bit worn, William Hawk is sort of a caricature of a pirate.

BACKGROUND
William's father was a pirate, and poor William was born in a brothel. Growing up on the docks of Absalom, William struggled to survive, but learned to be quick with a blade and quick with his tongue, using which ever served best for the present need. He would take on jobs on any passing ship needing extra crew, and spent most of his youth on one ship or another. Once day, the ship he was working on was boarded by pirates, and he was taken captive. Using his charm and quick wits, he eventually worked his way into his captors good graces, and became a member of the crew. But being captive, and taking slaves, never sat well with young Will. When he finally discovered he would never be able to change his captain's views, he planned and executed his escape. While he is not terribly concerned with breking a law or two, he does find slavery to be a repulsive tradition, and now tries to eliminate it whereever he can.

Available via Chronicles:

amulet of natural armor +1 (2,000 gp)
bracers of armor +1 (1,000 gp)
cloak of resistance +1 (1,000 gp)
elixir of swimming (250 gp)
pearl of power (1st-level spell; 1,000 gp)
potion of barkskin (300 gp)
ring of protection +1 (2,000 gp)
scroll of gust of wind (150 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)
belladonna (100gp, limit 1 dose)
Hunter urchin venom (50 gp, limit 1 dose)
potion of delay poison (300 gp)
Wand of purify food and drink (24 charges, 180gp)
Potion of cure moderate wounds (300 gp)
Scroll of gentle repose (150 gp)
Cracked mulberry pentacle ioun stone (Seekers of Secrets 47; 400 gp)
Feather token, bird (300gp)
Jambala Jaeg cloth (scroll of break enchantment) (1,125 gp)
Scroll of cure moderate wounds (150 gp)
Scroll of dispel magic (375 gp)
Scroll of false life (150 gp)
Scroll of arcane lock (175 gp)
Oil of invisibility (300 gp)
Litheria blossom (limit 1, 1,400 gp; A creature that inhales the pollen from this flower gains the benefit of the death ward and deathwatch spells for 10 minutes. A picked flower remains vibrant and alive until the pollen within the flower is inhaled, at which point the flower wilts and dies. The pollen remains potent only so long as it held within the flower or immediately thereafter. One round after the pollen is removed from the flower, both the pollen and the flower become nonmagical.)
Scroll of barkskin (150 gp)
Scroll of grove of respite (700 gp; Pathfinder RPG Advanced Player’s Guide)
Wand of eagle eye (9 charges, limit 1; 810 gp; Pathfinder RPG Advanced Player’s Guide)
Yekai Deathhand's Marvel (300 GP) Flask of Reconcoction <= buy this!

HISTORY
Ranger 1
1.1 - 0-02. The Hydra's Fang Incident (+1XP/+2PP/+2FP/+456GP)
1.2 - GM Credit for 00-5. Mists of Mwangi (+1XP/+2PP/+2FP/+509GP)
1.3 - #2-13 Murder on the Throaty Mermaid (+1XP/+2PP/+2FP/+523GP)
Purchased: Antitoxin (50 gp), Wand of CLW (2 PP). Slight re-work, purchased MW Rapier, Mihral Chain shirt - 92.87 gp remaining
Added Rogue 1

2.1 - GM Credit for #05-08. The Confirmation (+1XP/+2PP/+2FP/+508GP) - 600.87
2.2 - GM Credit for #03-05. Tide of Twilight (+1XP/+2PP/+2FP/+521GP) - 1121.87
2.3 - GM Credit for #02-02. Before the Dawn Part 2: Rescue at Azlant Ridge (+1XP/+2PP/+2FP/+515GP) - 1636.87
Added Ranger 2

3.1 06-12 Scions of the Sky Key Part I- On Sharrowsmith's Trail (+1XP/+2PP/+2FP/+1194GP) End: 2830
used 2 charges CLW
3.2 Deepmarket (+1XP/+2PP/+2FP/+1293GP) Start: 2830 End: 4073
Spent 50gp on disguise kit
3.3 The Dalsine Affair (+1XP/+2PP/+2FP/+1325GP) Start: 4073 End: 5398
Level Up: Add +1 Dex, Added rogue 2

4.1 Scions of the Sky Key Part 2 (+1XP/+2PP/+2FP/+1842GP) Start: 5398 End: 6639
...Buy Yekai Deathhand's Marvel (300 GP) 5098
...Buy MW Dagger (302-1 sold dagger=301 GP) 4797
...Used 1 charge CLW
4.2 Scions of the Sky Key Part 3 (+1XP/+2PP/+2FP/+1209GP) Start: 6639 End: 7848
4.3 #8-99: The Solstice Scar, Version A (+1XP/+2PP/+2FP/+1250GP) Start: 7848 End: 9098
Added Rogue 3

5.1 #8-99: The Solstice Scar, Version B (+1XP/+2PP/+2FP/+2500GP) Start: 9098 Purchases: 9000 End: 2598
...Belt of incredible dexterity +2 (4,000 gp)
...Cloak of resistance +1 (1000 gp)
...Ring of Protection +1 (1000 gp)
...Amulet of natural armor +1 (2000 gp)
...And making my existing Mithril Chain Shirt +1 (+1000gp)

5.2 #8-99: The Solstice Scar, Version C (+1XP/+2PP/+2FP/+2500GP) Start: 2598 Purchases: 2286.03 End: 2,811.97
...2PP on +2 Darkwood Composite Longbow (I would take Greenwood, but I don't think it is CORE)
...Oil of Light - 25 gp
...Potion of Feather Step (put in flask) - 50 gp
...Oil of Magic Weapon 50 gp
...3 Torches - 3cp
...Flint and Steel 1 gp
...Backpack 2 gp
...Scroll of Fly 375 gp
...Efficient Quiver 1800 gp
...20 Arrows 1gp
...20 Cold-iron arrows 2 gp
...10 Silvered arrows 21 gp
...Sell Crossbow & bolts +18 gp
...Total: 2286.03
5.3 #8-99: The Solstice Scar Verssion D (+1XP/+2PP/+2FP/+2500GP) Start: 2,811.97 End: 5,311.97

Level up: Rogue 4
6.1 #6-05: Slave Ships of Absolom (+1XP/+2PP/+2FP/+1881GP) Start: 5.311.97 End: 7192.97

Planned progression:

6 Rng 2/Rog 4 - Rogue talent - weapon focus (+1 short sword), uncanny dodge
7 Rng 3/Rog 4 - Favored terrain (water or urban), endurance, add feat
8 Rng 4/rog 4 - Animal (Hawk), spell
9 Rng 4/rog 5 - 3d6 sneak, add feat
10 Rng 4/rog 6 - talent, trapsense +2
11 Rng 4/Rog 7 - +4d6 sneak, add feat
12 Rng 4/Rog 8 - impr uncanny dodge, rogue talent