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Kraken

Pathfinder Notes

Dec 28th, 2016
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  1. Ability Scores
  2. Strength 14/+2
  3. Dexterity 16/+3 (+2 Racial)
  4. Constitution 10/0 (+1 Level)
  5. Intelligence 15/+2 (+1 Tome)
  6. Wisdom 14/+2
  7. Charisma 7/-2
  8.  
  9.  
  10. Name: Eupraxia
  11. Age: 123
  12. Alignment: Lawful Good -> Lawful Evil (Monastery monk, assholes, laws, left)
  13. Hit Dice: 7d8 = 22 (Rolled) +4 (Favored Classes)
  14. HP: 26
  15. AC: 16 = 10 + 4 (Armor) + 2 (Dex)
  16. SR: 13
  17. Fort: +5
  18. Ref: +5
  19. Will: +7
  20. +2 for saving throws against enchant spells/effects
  21. Immune to magic sleep
  22. Base Attack Bonus: +5
  23.  
  24. Race: Half-Elf (Feeeeeeeemale)
  25. +2 to One Ability Score: Dexterity
  26. Medium
  27. Normal Speed: 30 ft
  28. Low-Light Vision: See twice as far as Humans in Dim Light
  29. Adaptability: Skill Focus (Diplomacy)
  30. Elf Blood: Count as both elf and human
  31. Elven Immunities: Immune to magic sleep effects, +2 racial saving throw against enchant spells/effects
  32. Keen Senses: +2 racial bonus on Perception
  33. Multitalented: Inquisitor and SOMETHING are favored classes
  34. Languages: Common, Elven, Dwarvish, Gnomish, Abyssal (Demonic), Giant, Orcish, Celestial, Necril, Draconic, Aquan, Sylvan
  35.  
  36. Items/Equipment
  37. Longbow, Composite +2 (+2 Strength Mod Req; 1d10 piercing, Crit 18+, Crit x3, Range 110 ft)
  38. 100 Arrows (No mod)
  39. 20 Steel Arrows (+2 damage)
  40. Flail (1d8, Crit 19+, Crit x2, Blunt, disarm, trip)
  41. Masterwork Chain Mail (SR 13; +4 AC; +3 Dex AC limit)
  42. Quiver: 30 arrow limit
  43.  
  44. Enchanted Travelers Bag: This bag can hold up to 500 pounds of goods while only weighing a pound. It is a standard backpack size and has been enchanted in a way that only you can open the bag. Worth 50,000 gp, but will require someone to debind from you to sell.
  45. Black Market Signet: A small palm sized tablet that has a Black Lotus ordaining it. Allows access into the Black Market from any major city or trading hub. Also grants you the ability to set up shop within the Black Market itself, rather than just being able to shop there. Can be used a reputation enhancer in certain situations.
  46. Merchant Documentation (Rinwed, mortal capital cities): Allows you access to these cities without paying the entrance fee. Also allows you to officially bring goods and sell goods in these cities with little to no harassment from guards.
  47. Torch x10
  48. Scale of the Inquisitor (+5 AC; +4 Dex AC limit)
  49. Trail Rations x8 (one ration per day)
  50. Standard Enchanted Paper x5 (Used for magically binding contracts or runes; 100 gp value each)
  51. Enchanted Ink Vial x5 (Used for magically binding contracts or runes; 75gp value each)
  52. Fire Essence x3
  53. Mana Essence x5
  54. Air Essence x2
  55. Darkness Essence x2
  56. Scroll of Dimensional Anchoring x1
  57. Paper x9 (10g each)
  58. Ink x9 (5g each)
  59. 30 Feet of Rope
  60. Oil of Flame Arrows x1 (50 arrows: 24 hour duration)
  61.  
  62. Sacrificial Knife (???)
  63.  
  64. Transportation
  65. Roomy Carriage
  66. 2 Young, Strong Horses
  67.  
  68. Contracts
  69. Frederick of Justet (Black Market): Leave 50% of the value of the loot in Colmar, in exchange received a 50% discount on the horses and carriage.
  70.  
  71. Trade Status
  72. Disrupted Trade
  73. Rinwed: Increased demand for Food (Wheat in particular) and Elven products due to disruption in Colmar
  74. Justet: Increased demand for religious paraphernalia and poison due to disruption in Colmar
  75.  
  76. Gold: 16,542 gold pieces
  77.  
  78. Acrobatics (Dex)
  79. Appraise (Int)
  80. *Bluff (Cha) R1
  81. *Climb (Str) R1
  82. *Craft (Int)
  83. *Craft (Books) (Int) R1
  84. *Diplomacy (Cha) R7 +3 Skill Focus
  85. Disable Device (Dex)
  86. *Disguise (Cha) R1
  87. Escape Artist (Dex)
  88. Fly (Dex)
  89. Handle Animal (Cha)
  90. *Heal (Wis) R1
  91. *Intimidate (Cha) R3
  92. Knowledge (Int)
  93. *Knowledge (Arcana) (Int) R4
  94. *Knowledge (Dungeoneering) (Int) R1
  95. Knowledge (History) (Int) R4
  96. Knowledge (Local) (Int) R7
  97. *Knowledge (Nature) (Int) R3
  98. *Knowledge (Planes) (Int) R4
  99. *Knowledge (Religion) (Int) R3
  100. Linguistics (Int) R7
  101. *Perception (Wis) R2 +2 Racial
  102. Perform (Cha)
  103. *Profession (Wis)
  104. *Profession (Gambler)(Wis) R1
  105. *Ride (Dex) R1
  106. *Sense Motive (Wis) R3
  107. Sleight of Hand (Dex)
  108. *Spellcraft (Int) R1
  109. *Stealth (Dex) R1
  110. *Survival (Wis) R1
  111. *Swim (Str) R1
  112. Use Magic Device (Cha)
  113.  
  114. Weapons: All Simple, Hand Crossbow, Longbow, Repeating Crossbow, Shortbow, Flail (Domain)
  115. Armor: Light, Medium, Shields
  116.  
  117. Character: Level 7
  118. Inquisitor: Level 7
  119.  
  120. General Feats: Point-Blank Shot (+1 attack and damage within 30 feet), Precise Shot (No penalty for firing into melee), Deadly Aim (Opt to take -2 attack roll for +4 damage), Rapid Shot (+1 attack with full-attack action ranged; all attacks get -2 attack when using Rapid Shot)
  121. Favored Class: +4 HP, +3 Skills
  122.  
  123. Spells
  124. Level 0 (Unlimited): Detect Magic, Guidance, Light, Brand, Detect Poison, Stabilize
  125. Level 1 (5 Per Day): True Strike, Shield of Faith, Protection from Chaos, Ear-Piercing Scream, Cure Light Wounds
  126. Level 2 (4 Per Day): Confess, Cure Moderate Wounds, Invisibility, Darkness
  127. Level 3 (1 Per Day): Dispel Magic, Terrible Remorse
  128. Spell DC: 10 + Spell Level + Wisdom Mod (2)
  129.  
  130. Domain: Law
  131. Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
  132.  
  133. Judgment (Su)
  134. Swift Action
  135. Daily x3
  136. Lasts for remainder of combat; effect suspended if frightened, panicked, paralyzed, stunned, unconscious, or otherwise unavailable
  137. Pick one of the following:
  138. Destruction: +3 Profane Bonus on all weapon damage rolls
  139. Healing: Fast healing 3; heal 3 each round
  140. Justice: +2 Profane Bonus on all attack rolls
  141. Piercing: +3 Profane Bonus on concentration checks and caster level checks to overcome spell resistance
  142. Protection: +2 Profane Bonus to AC
  143. Purity: +2 Profane Bonus on all saving throws
  144. Resiliency: Grants DR 2/magic
  145. Resistance: +6 energy resistance against acid, cold, electricity, fire, or sonic, declared with judgment
  146. Smiting: Weapon counts as magic for bypassing damage reduction. Weapon counts as evil for bypassing damage reduction.
  147.  
  148. Monster Lore (Ex)
  149. Add Wisdom mod on Knowledge checks in addition to Int mod when identifying abilities and weaknesses of creatures
  150.  
  151. Stern Gaze
  152. +3 Morale bonus on all intimidate and sense motive checks
  153.  
  154. Cunning Initiative
  155. Add Wisdom mod in addition to Dex mod on initiative checks
  156.  
  157. Detect Alignment
  158. At will, can use detect chaos, evil, good, or law. Only one at a time
  159.  
  160. Track
  161. Add +3 on Survival checks to follow/identify tracks
  162.  
  163. Solo Tactics
  164. Allies treated as if they have my teamwork feats, but if they don't actually have them only I benefit.
  165.  
  166. Teamwork Feats
  167. Ally Shield: Hide behind adjacent ally when targetted with a melee or ranged attack. Gain cover (+4 AC); if attack would have hit without cover bonus, attacker rerolls against ally.
  168. Shake It Off: +1 bonus to saving throws per adjacent ally (+4 max)
  169.  
  170. Bane (Su)
  171. Swift Action
  172. Imbue weapon with Bane property. Select creature type (subtype included for humanoids and outsiders). Enhancement bonus treated as +2 better than actual and deals additional 2d6 damage against that designated category. Lasts for up to 7 rounds per day.
  173.  
  174. Discern Lies (Sp)
  175. Immediate Action
  176. Can discern lies per the spell for 7 rounds per day
  177.  
  178. Morgan's PC: Interested in party due to connections with Mathias and Vincent. She's obtained information about some of the other PC's to find out what the nature of their quest is. Motivated by the curious company they keep (and the opportunities that naturally follow), she intends to offer her services (logistics, information, formal law, creating contracts, access to normally unavailable goods/people/services via black market, arrows/bolts to the face).
  179.  
  180. Jon's PC: Previous mercenary company may be known to several of the PCs, helping establish credibility to some extent. Currently contracted to [Morgan's PC] as hired muscle. No clue what ulterior motives he may have, but for now he's content to follow [Morgan's PC] and as such is effectively part of the goods and services she offers.
  181.  
  182. Joining the party: Given her prior interest in the party, [Morgan's PC] has been tracking them, and may have easily been able to guess their current route. With some other information about the area, she may have believed that the party was ill-equipped to face their current objective (due to perceived capabilities due to rumors and the like) and she intends to offer her services as a precursor to her offer.
  183.  
  184. Lux: Martial service. Big family.
  185.  
  186. Zhora: Poster fucker, self-flagellating
  187.  
  188. Ciqala (gnomechanter): Possible student of Mathias. Manager of Violet Eyes shop.
  189.  
  190. Adelin: Oracle
  191.  
  192. Taris: Odd-job sorcerer
  193.  
  194. Jin: Violet Eyes blacksmith. Pet kitsune.
  195.  
  196. Vincent Arc: Secured vampire loyalty
  197.  
  198. Tomb Stuff: First to clear second floor
  199.  
  200. History
  201. Love child of a human sailor and a particularly drunk elf, she was left in the care of a monastery. The monastery was devoted to the Pillar of [Angel bullshit], and tried to cultivate the way of a lawful and good life. Some focused on martial prowess, some focused on religious devotion, and the rest formed a self-sufficient work force to remove the need to communicate much with the outside world. She was taught to study with a primary focus on law and governance, but with a general background in history, religion, and the world in general. While not specifically trained to stem the demonic tide like many monks, she was taught how to fight and this experience combined with her studies has led to a keen understanding of combat. Despite being a half-elf, the community fostered the idea of equality within lawfulness and thus after only a few spats as a child, she largely didn't have to worry about it. She was always confused as to why demons categorically were not extended this same grace even if they hadn't disrupted any sense of order. While she lived her first half century with relative happiness in the monastery, she couldn't help but note the differences between herself and the shorter lived races. Additionally, the way the community governed themselves proved rather stifling to recreation and creativity, which she believed to be a dire portent. During her studies of the outside world, she'd come to find a great many activities generally considered "fun" that she did not find within their community: dancing, joking, gambling, drinking, etc. After a thorough examination of the written form of the community's laws, she found that most of these were not actually illegal or restricted.
  202.  
  203. Invigorated by her discovery, she began to lay down the framework by which to bring these activities to the monastery. Word had begun to spread amongst the younger crowds and she soon had a speakeasy of sorts. Eventually, word reached the leadership of the monastery, and they were quite displeased by her actions. Despite the fact that she was easily able to point out that she broke no rules, she was admonished and punished just the same. For years after, she kept to herself, pondering why this should have happened as she continued to read up on the world. She began to see the leadership of the community as arbitrary and hypocritical, imposing their absurd notion of order for their own advantage rather than the good of the people. Soon, she found herself quite distrustful of anyone claiming to work for the greater good, or indeed anyone claiming to be anything other than selfish. At the age of 61, she quietly left the monastery that had been all she knew and set out to explore the world. She was immediately struck with a sense of wonder, and that only magnified throughout her journey. She rarely spent time in one place, and rarer still was it that she dealt with others for more than was necessary for her personal enrichment. While rather shocked to find that some had less than savory things to see after noticing her ears, it was trivial for her to hide them in her hair or a hood. She spent a great deal of time in libraries and other places with academic leanings. While never enrolled as a student, she found odd jobs here and there, focusing on those that could discreetly grant her access to knowledge. Building on some basics she had learned when she was younger, she grew adept at detecting magic, if only so she could avoid triggering the wards paranoid mages left in their libraries. Time passed quickly as she learned a great many languages and about the world in general, and she soon found herself ending her first century of life with plenty of knowledge but very little to do in the world.
  204.  
  205. Distraught, she began to look for a more permanent role. She had neither the connections nor the credentials to get into the esteemed places of academia she coveted. And though she'd spent enough time as a maid, bar wench, assistant librarian, town crier, and, when necessary, even a prostitute, she was quite sure she'd be bashing her head into a rock if she had to work like that for the rest of her life. With her motivation for learning dwindling, she began to spend more time simply...watching people. With her keen observation, she started to notice rather curious things: people discreetly exchanging packages, small children cleverly bumping into strangers and making off with coin pouches, and even high ranking officials attempting to cover up the side effects of various illicit substances. She began to dig deeper into this curious underworld she saw. Only fools gambled; the shrewd ones worked the books. Theft was risky; fencing was relatively simple and lucrative. She didn't even always need to work outside the law: some cities held properly written contracts as though they were divine commands, even if one party was clearly exploiting another. There was an entire world hidden within the normal one, and she need not sink to the levels of the unlawful to participate. Before long, she made quite a name for herself, at least among those with sensible discretion. She was rewarded for her efforts with access to the otherworldly Black Market, a place of knowledge and secrets if ever there was one. Still, she knew she would eventually tire of this life as well, and she set her sights once more on the accolades and esteem of the elite. It would have been difficult, if not impossible, to step back out of the shadows and directly into high society without earning someone's ire or breaking some obscure law, so she began to watch for opportunities to acquire real merit.
  206.  
  207. She acquired the services of a lone mercenary by the name of Tornoc. He seemed fairly naive and (especially compared to her) young, but he was more than capable. She hadn't been able to learn much about him, in fact anything she did hear was focused more on the notorious mercenary company he had identified with, but anonymity was a good thing in her world. While searching for other people with advantageous connections to become acquainted with, she became aware of a rather...interesting bunch. She thought little of them at first, only noting that one was apparently going through great effort to slap his face everywhere. They sounded more like a particularly uninteresting urban legend, until she heard news that they'd brokered a pact of some sort with a particular group of high-profile vampires. They also showed some combat capabilities with news of their exploration of a certain tomb. It was nearly too much for her when she also discovered their association with an M-loving individual of considerable notoriety. She began to keep track of them and before long had discreetly caught up with the group AND had learned about the next route they planned to take. Based on the rumors she'd heard around town and believing her own services easily marketable to the odd group, she and Tornoc departed early to look into reports of a particular town which no one had heard from in some time, hoping to establish some credibility with the group as an introduction into joining them.
  208.  
  209. Contracts:
  210. During her time amidst the seedier sorts, Eupraxia was no stranger to legal loopholes. Why risk imprisonment when one can exploit another with the full backing of a society's social contract? Though she proved a quick study in terms of law (and how to use it for one's own gain), she had noticed that the most successful politicians and lawyers all had one thing in common: a scribe versed in the magical arts on retainer. While it was sensible, trendy, and a sign of power to have any sort of wizard in one's employ on account of both their academic standing and their sorcerous prowess, the benefit these scribes brought was far more egalitarian and subtle: their contracts were backed with the compulsion of magic. One wouldn't dare violate an agreement if it would mean they or a loved one would spontaneously combust. Or perhaps they simply found themself to be mysteriously unable to renege even if they wanted to. Even the simple fear that a contract had been magically constructed could keep a potential malcontent in line. Eupraxia coveted this capability, and though not a traditional wielder of the arcane arts, she had enough understanding of law, magic, and quite specifically lawful magic that she was able to emulate the concept at a rudimentary level. Using paper and ink that had been carefully crafted to withstand and retain the effects of her spells along with a bit of blood of those that would be bound to an agreement, her first contracts were not terribly unlike scrolls. The key difference, however, was that scrolls simply recast the very same spell and don't need to survive their own activation. Her contracts would only unleash the effects of imbued spells under variable, language-dependent pretenses, and they needed the ability (if desired) to last through the effects of those spells. After some trial and error, her first success was a simple one, but certainly gratifying: when the contract was violated, the original signator immediately suffered a brief but rather acute headache. She was able to advance this to her most basic spells, enacting their full spell effects as appropriate, but she was still a far cry from the capabilities she desired.
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