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About Zirt FzerkinkratzcherZirt Fzerkinkratzcher
Basics:
Defense:
AC 21, Tch 13, FF 20 (+1 Dex, +1 size, +8 armor, +1 deflection) CMD 15 HP 49 (8+5+5+5+5+5+5+7+4) Fort +4, Ref +7, Will +6 (+2 to all vs illusions) (+4 to all vs bardic performance, sonic, and language-dependent effects) Offense:
Speed: 20ft
Stats:
Str: 10
Dex: 12 Con: 12 Int: 13 Wis: 10 Cha: 20 (Includes gnome adjustment(s): Str-2, Con+2, Cha+2)
Feats & Traits:
Feats: Harmonic Spell, Nature Soul, Animal Ally (wolverine), Boon Companion (wolverine)
Traits:
Alternate Racial Traits:
Skills:
Acrobatics (I): +9**†
Appraise: +1 Bluff (I): +10 Climb: +0† Diplomacy (II): +11* Disguise: +5 Esc. Art.: +1† Fly: — (+9**†) Handle Animal (I): +15** Heal: +1 Intimidate: +15** Know. Arcana (I): +7 Know. Dung. (I): +7 Know. Eng.: +3 Know. Geo. (I): +7 Know. Hist. (IV): +12 Know. Loc. (I): +7 Know. Nat. (I): +9*** Know. Nob.: +3 Know. Planes (I): +7 Know. Rel. (I): +7 Linguistics (VII): +10 Perception (VII): +12 Perform (act): +5 Perform (dance) (I): +9 Perform (oratory) (I): +9 Perform (percussion) (VII): +17 Ride: +1† Sense Motive: +1 Sleight of Hand (VII): +12 Spellcraft (I): +5 Stealth (I): +9† Survival: +3*** Swim: +0† Use Magic Device (V): +13 (51/51 ranks; current ACP 0)
Spells & Abilities:
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells they cast.
Bardic Performance: 16 rnds/day (no fascinate/suggestion; courage +2, competence +2) Swap (Ex): A prankster can steal an object from a creature and replace it with another object of the same size or smaller that the prankster has in his hand. This functions as the steal combat maneuver, but the prankster does not provoke an attack of opportunity, and may use his Sleight of Hand check in place of his combat maneuver check. If the prankster's check exceeds the target's CMD by 10 or more, the target is unaware the swap has been made until it tries to use the swapped object or the end of its next turn (whichever happens first). Versatile Performance (Ex; Percussion, Dance): Zirt uses Perform (Percussion) in place of Intimidate and Handle Animal, and Perform (Dance) in place of Acrobatics and Fly. Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects. Punchline (Sp): At 6th level, the prankster can use his performance to tell a punchline to amuse a creature he has already mocked (see above), goading it into hideous laughter (as the spell). Using this ability does not disrupt the mock effect, but it does require a standard action to activate (in addition to the free action to continue the mock effect). A prankster can use this ability more than once against an individual creature during an individual performance. Telling a punchline does not count against a prankster's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Charisma modifier) negates the effect. This ability affects only a single creature. Punchline is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components. This ability replaces the suggestion ability. SLA:
Cantrips:
Level 1 spells (5 known, 6 per day):
Level 2 Spells (4 known, 4 per day):
Level 3 Spells (2 known, 2 per day):
Equipment:
Total Weight: 21.25lbs (light encumbrance)
Weapons and Armor:
Magic Items:
Various:
Cash: 2742gp, 1sp, 4cp
Background:
Zirt grew up in Whistledown, roughly halfway between Magnimar and Korvosa. Her parents, both respected members of the gnomish community there, fostered her curious and friendly nature from her birth. When she was still quite young, she began to earn a reputation for her story-telling.
Zirt loved stories. By the time she was just over halfway to gnomish adulthood, she had learned every popular story in her community, and was asked to tell one (or more) at almost every community gathering. With help from her parents, she realized that her skill in story-telling could be expanded and honed to apply to almost all aspects of interpersonal relations. She learned to befriend complete strangers, carry on conversations with local politicians, and even scare off bullies by simply speaking to them. Zirt's skills grew, and her thirst for more knowledge grew with them. She would sit for hours at the houses of the eldest in the community, listening to their tales of life (and fantasy), and adding them one by one to her mental repertoire. In time, Zirt's parents realized that her thirst for learning could not be satisfied much longer in Whistledown. Having sent a letter to a friend in Magnimar to secure for Zirt a place to stay, they kissed her and sent her on her way, with a member of the community as an escort.
Benedict:
N Medium Animal (wolverine [badger] animal companion)
Init +3; Senses low-light vision, scent; Perception +7 Defense AC 27, touch 13, flat-footed 24 (+8 armor, +3 Dex, +6 natural) HP 51 (6d8+18+6) Fort +8, Ref +8, Will +5* Defensive Abilities: evasion *+4 morale vs. enchantment (Devotion) Languages Common (understands) Offense
Statistics
Special Abilities
Tricks (4/8) Attack, Fetch, Guard Gregarious:
N Medium Animal (riding dog)
Init +2; Perception +8, low-light vision, scent Defense
Offense
Statistics
Feats: Skill Focus (Perception) Skills: Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent Jadrek:
N Large Animal (grizzly bear)
Init +1; Perception +6, low-light vision, scent Defense
Offense
Statistics
Feats: Endurance, Run, Skill Focus (Survival) Skills: Perception +6, Survival +5, Swim +14; Racial Modifiers +4 Swim Tricks: Attack, Down, Guard Tseka:
N Medium Animal (embeth hound)
Init +2; Perception +8, low-light vision, scent Defense
Offense
Statistics
Feats: Skill Focus (Perception) Skills: Acrobatics +6 (+10 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Climb, +4 Swim, +4 Survival when tracking by scent Tricks: Attack, Come, Defend, Down, Guard, Heel, Track Boons:
Evenhanded Investigator: By capturing a dangerous renegade guard, you demonstrated bravery and foresight, and an uncommon respect for the process of law. You gain a +2 circumstance bonus on Diplomacy checks when dealing with guards and city officials within Absalom.
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. Snowmask Induction: You allied with the Snowmask Clan and returned Jedrek's Shard to its place of honor beside Ranulf's body. In thanks, you are ritually inducted into the Snowmask Clan with the title Snowmask Brother or Snowmask Sister. As part of this mystic ceremony, you gain the permanent benefits of endure elements but only in cold and only to temperatures of 0 degrees F and above; you gain no bonuses in extreme heat. This is a supernatural ability. Nascent Notoriety: Your actions have earned you a modicum of respect on the high seas, and you gain 5 points of Disrepute and 5 points of Infamy. Disrepute behaves in many ways like Prestige Points, allowing you to leverage your reputation to purchase a small number of boons; Prestige Points and Disrepute are not interchangeable unless otherwise noted. Infamy behaves in many ways like Fame, tracking the total number of Disrepute points that you have earned in your career, and you may use you Infamy instead of your Fame when determining the maximum gp value of items purchased from your faction. As you continue your adventures in the Shackles, your Disrepute and Infamy will grow, as will the ways in which you may spend Disrepute. Fearsome Reputation (1+ Disrepute): When you make an Intimidate check or a saving throw against a fear effect, you may spend 1 point of Disrepute to gain a +1 bonus on the roll. For every additional point of Disrepute you spend, increase the bonus by 1 (maximum +5). Captured Ship (1+ Disrepute): You may spend any number of Disrepute to reduce the cost of purchasing the Ship vanity (Pathfinder Campaign Setting: Pathfinder Society Field Guide 62) by an equal number of Prestige Points. If you reduce the cost to 0 Prestige Points, you gain the Ship vanity for free. You may only use Disrepute to reduce the cost of a single ship. Horn of Aroden: You recovered the Horn of Aroden, a relic once used to bolster the forces of good and defeat Deskari's minions. This instrument is powerless now, but the Pathfinder Society is certain that it may be useful in the upcoming expedition to Jormurdun and in Mendev's fight against the worldwound. Daring Rescue: Your strengthened connections to the Bellflower Network and continued dedication to the rescue of innocents has earned you the respect of your freedom-fighting colleagues. You may cross this boon off your Chronicle sheet when spending Prestige Points to recover your body and gear to reduce the Prestige Point cost by 3 (minimum 6). Gnoll Tactics: You [sic] first-hand experience with gnoll tactics and cultural traditions gives you a headstart [sic] in incorporating their unique styles into your own training. 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. Pathfinder's Excellence (Resilience): As a swift action, you can check one of the boxes preceding this boon to gain a number of temporary hit points equal to 1d8 plus twice your character level. These temporary hit points last for 10 minutes and do not stack with any other temporary hit points. So long as you have at least 1 of these temporary hit points remaining, you also have DR 2/— against attacks made by members of the Aspis Consortium and anyone in their direct employ. Alternatively, as a standard action you can check a box in order to heal 1d2 points of ability damage to one ability score. Once you check the last box, cross this entire boon off your Chronicle sheet. ▢ ▢ Pathfinder's Excellence (Skill): Before attempting a skill check, you can check one of the boxes preceding this boon in order to roll the check twice and take the better result. If the skill check is one attempted during an encounter in which you are directly opposing a member of the Aspis Consortium or someone in their employ, you gain a bonus to the check equal to half your character level (minimum +1). Once you check the last box, cross this entire boon off your Chronicle sheet. ☒ ▢ Deep Platinum Pendant: You recovered a curious pendant crafted from deep platinum, an exceptionally rare alloy of platinum extracted fro mthe darkest ocean trenches. The substance is prized by aquatic creatures, and you gain a +2 on Diplomacy checks made to influence creatures with the aquatic or water subtype. In addition, you gain a +5 bonus on saving throws to avoid pressure damage from deep water. Growing Notoriety: Your actions have earned you a modicum of respect on the high seas, and you gain 5 points of Disrepute and 5 points of Infamy. Disrepute behaves in many ways like Prestige Points, allowing you to leverage your reputation to purchase a small number of boons; Prestige Points and Disrepute are not interchangeable unless otherwise noted. Infamy behaves in many ways like Fame, tracking the total number of Disrepute points that you have earned in your career, and you may use Infamy instead of your Fame when determining the maximum gp value of items purchased from your faction. As you continue your adventures in the Shackles, your Disrepute and Infamy will grow, as will the ways in which you may spend Disrepute. Get Up, You Dogs! (10 Disrepute): While on a waterborne vessel, you may cast mass cure light wounds as a cleric of your character level, though it may only be used to heal living targets, not harm undead. You may use this ability when not on a waterborne vessel by spending an additional 5 Disrepute. Walk the Plank! (0 Disrepute): While on a waterborne vessel, you may execute a follower to gain temporary Disrepute equal to the number of Prestige Points that you used to purchase the follower vanity. These Disrepute points much be spent by the end of the scenario or are lost forever. Embeth Hound:The Embeth Travelers gift you with a loyal Embeth hound at no cost. An Embeth hound is a riding dog who receives a +4 racial bonus on all Climb and Swim checks in place of a riding dog's typical +4 racial bonus on Acrobatics checks while jumping. An Embeth hound is trained for combat and additionally knows the Track trick. If the Embeth hound dies, cross this boon off your Chronicle sheet. Henbane's Token: Inquisitor Henbane leaves you with a token of her favor. This enchanted flower from a henbane plant allows its wearer to step outside of the flow of time. As a purely mental move action, you can destroy the flower to disappear completely one round. While you are out of time, you cannot be affected by any new spells or efffects, and any ongoing durations of spells or effects affecting you do not continue to progress. You also cannot take any actions while out of time. At the beginning of your next turn after disappearing from time, you reappear in the same square you left (or the closest open space if it is occupied). Once you expend the token's power, cross this boon off your Chronicle sheet. Touched by Time: You have passed through time-distorting portals in Uringen, and residual magic from that experience clings to you. You may cast either haste or slow as a spell-like ability, using your character level as your caster level and Charisma as your key ability score. When you use this boon, cross it off your Chronicle sheet. Recovered Treasures: When you departed the Bronze House, you carried with you one of its most valuable treasures. You may purchase the item below that your party decided to keep. You may also pay 2 Prestige Points per item to unlock access to the other two items in this boon. You must make the decision to unlock these items when you receive this Chronicle sheet.
Widespread Notoriety: Your actions have earned you increased respect on the high seas, and you gain 5 points of Disrepute and 5 points of Infamy. Disrepute behaves in many ways like Prestige Points, allowing you to leverage your reputation to purchase a small number of boons; Prestige Points and Disrepute are not interchangeable unless otherwise noted. Infamy behaves in many ways like Fame, tracking the total number of Disrepute points that you have earned in your career, and you may use you Infamy instead of your Fame when determining the maximum gp value of items purchased from your faction. As you continue your adventures in the Shackles, your Disrepute and Infamy will grow, as will the ways in which you may spend Disrepute. Dead Men Tell No Tales (10 Disrepute): While on board a waterborne vessel, you may automatically confirm a single threatened critical hit. Built for Speed (10 Disrepute): Permanently increase the circumstance bonus on Profession (sailor) checks granted by your Ship vanity by 2. You may spend gold to reduce the Disrepute cost of this ability by 1 for every 150 gp spent to a minimum of 0 Disrepute for 1,500 gp. Curious Pipefox: Yrishi the pipefox wishes to continue adventuring with you. A spellcaster of at least 7th level may take Yrishi as a familiar with the Improved Familiar feat. You must provide a copy of Pathfinder RPG Bestiary 4 as if pipefoxes were available as in the Additional Resources document. Instead of taking Yrsishi as a familiar, you can ask her to perform research for you. Cross the boon off your Chronicle sheet before attempting a Knowledge (history or religion) check to treat your result as if it were 25, even if you are not trained in the skill. Alternatively, you may gain a +5 bonus on the check. Yekai Deathhand's Marvel: Yekai Deathhand invented the flask of reconcoction, a device that duplicates potions. With his notes, you can refine his invention over time. The flask grows in power as you gain levels. If you purchase this item, you earn less treasure to compensate for its increased abilities. So long as you own the flask, reduce all gold you earn on Chronicle sheets by 5% (rounded down) until you reach 14th level. (not purchased) Misc:
PFS #86776-2
XP: 22 (slow-track level 7) PP/Fame: 30/37 FCB: +1 round of bardic performance, +2 SP, +4 HP Bard 7 [ HP 49/49 (0 NL) | AC 21 Tch 13 FF 20 | Fort +4* Ref +7* Will +6* | CMD 15 | Init +3 Perc +12 | Effects: none ] Chronicles & Wealth:
Starting: 150gp
GMG: 1XP, 2PP, 522gp SI1: 1XP, 2PP, 505gp SI2: 1XP, 2PP, 503gp SI3: 1XP, 2PP, 1207gp SS1: 3XP, 4PP, 3711gp PoA: 1XP, 2PP, 512gp HoA: 1XP, 2PP, 1189gp LoL: 1XP, 2PP, 1965gp SMM: 1XP, 2PP, 1352gp SoS: 1XP, 2PP, 2575gp TOA: 1XP, 1PP, 1867gp SS2: 3XP, 4PP, 8712gp SSM: 1XP, 2PP, 3272gp BHR: 1XP, 2PP, 4011gp SS3: 3XP, 4PP, 7431gp (slow track) DMD: 1XP, 2PP, 1685gp (slow track) Purchases
Magic Items:
Various:
dog, riding (Gregarious) 150gp
crossword x1 (Gnoll) 1cp retrain Lingering Performance —> Nature Soul (40gp, 5PP) small barding (20gp) crossword x1 (Undercommon) 1cp
Worth: 47138.86 Total Earned: 150+522+505+503+1207+3711+512+1189+1965+1352+2575+1867+8712+3272+4011+7431+ 1685 = 49881
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