Pathfinder Society -hahmot

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His time is running out. Old men have nothing to lose.

Kaspar

How feeble.

Male Human (Varisian) Necromancer 3
N Medium humanoid (human)
Player Lasikanuuna (150675-7)
Xp 6
Faction Dark Archives
Prestige/Fame 7/11


Init +8
Senses Perception +4 (with familiar)


AC 10, touch 10, flat-footed 10
hp 23
Fort +3, Ref +1, Will +2; roll twice vs disease


Speed 30 ft.
Melee dagger -1 (1d4-2/19-20)
Ranged dagger +1 (1d4-2/19-20)
Special Attacks power over undead (DC 17, 7/day, Undead Master)


Arcane School Spell-Like Abilities (CL 3rd; concentration +7)

7/day — bolster (+1)

Necromancer Spells Prepared (CL 3rd; concentration +7)

2nd — boneshaker (DC 17), glitterdust (DC 16), 1 slot open
1st — cause fear (DC 16), mage armor, 2 slot open
Cantrips — detect magic, detect poison, read magic, 1 slot open
Opposition Schools enchantment, evocation

Str 7, Dex 10, Con 14, Int 18, Wis 9, Cha 16
Base Atk +1; CMB -1; CMD 9
Feats

  • Improved Channel (human)
  • Improved Initiative (1st)
  • Spell Focus (necromancy) (bonus)
  • Command Undead (bonus)
  • Alertness (familiar)
  • Undead Master (3rd)

Skills

  • Craft (alchemy) +8 (1)
  • Knowledge (arcana) +10 (3)
  • Knowledge (dungeoneering) +8 (1)
  • Knowledge (nature) +8 (1)
  • Knowledge (nobility) +8 (1)
  • Knowledge (religion) +10 (3)
  • Linguistics +8 (1)
  • Perception +2 (3) (total of +4 when familiar is within arm's reach)
  • Sense Motive -1 (0) (total of +1 when familiar is within arm's reach)
  • Spellcraft +10 (3)
  • Stealth +2 (0)
  • Use Magic Device +4 (1)

Traits Sacred Conduit (Faith), Magical Lineage (glitterdust) (magic)
Alternate Racial Traits

  • Heart of the Slums: Humans who eke out a life in a city’s teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.

Languages Common, Varisian, Osirian, Necril, Abyssal, Infernal, Aklo
SQ arcane bond (greensting scorpion)
FCB hp +3


On person dagger, Kaspar's spellbook, spring-loaded wrist sheath (with wand of magic missile), wand of cure light wounds, spell component pouch, alchemist's fire, sunrod, belt pouch, signal whistle, 2 scroll cases
In scroll case A scroll of invisibility, scroll of feather fall, scroll of magic weapon, scroll of detect secret doors
In scroll case B scroll of mount, scroll of sculpt corpse, scroll of youthful appearance
Other/Stored courtier's outfit
Wealth 1918gp 2sp
Encumbrance 16.5 lb. without backpack, - lb. with backpack (23 lb. light/46 lb. medium/70 lb. heavy)


Power over Undead (Su): You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.
Bolster (Sp): As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a +1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. The bonus on attack rolls and saving throws increases by +1 for every 5 wizard levels you possess. These bonuses last for a number of rounds equal to 1/2 your wizard level (minimum 1 round). The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

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Spellbook

Note: Asterisk* denotes a necromancy spell. Spells in (brackets) are enchantment or evocation spells: these are Kaspar's opposition schools.

2nd (15 spells, 30 pages)

blindness/deafness*, boneshaker*, command undead*, create pit, darkvision, false life*, ghoul touch*, glitterdust, invisibility, mirror image, protection from arrows, resist energy, scare*, see invisibility, spectral hand*

1st (12 spells, 12 pages)

ant haul, cause fear*, color spray, decompose corpse*, detect undead, endure elements, expeditious retreat, feather fall, identify, jump, mage armor, ray of enfeeblement*, ray of sickening*, repair undead*, restore corpse*, sculpt corpse*, vanish, youthful appearance

Cantrips (22 spells, 22 pages)

acid splash, arcane mark, bleed*, (dancing lights), (daze), detect magic, detect poison, disrupt undead*, (flare), ghost sound, haunted fey aspect, (light), mage hand, mending, message, open/close, prestidigation, (ray of frost), read magic, resistance, (spark), touch of fatigue*
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Familiar

Neon, greensting scorpion
N Tiny vermin
Init +3;Senses Perception


AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
hp 11 (half its master's) (3 HD)
Fort +2, Ref +3, Will +3
Special Defenses improved evasion


Speed 30 ft.
Melee sting +6 (1d2-4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison (Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.)


Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +1; CMB +1; CMD 7 (19 vs trip)
Feats Weapon FinesseB
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth Languages
SQ deliver touch spells, emphatic link, share spells


Gear none


Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Boons

Archaeological Expert (-): +1 untyped on Appraise and Knowledge (history) to identify the cultural significance of art and objects. If you succeed primary success condition but fail secondary success condition, you can cross this boon to "retry".
Eye for Traitors (-): +1 untyped on Sense Motive to tell if someone is lying and on Will saves vs illusions. Cross this boon to reroll on save vs illusions
Delhaven Star (1/1): +2 untyped on Knowledge (history, local, and nobility) about Cheliax, and +1 untyped to initiative while in Cheliax. Check the box to reduce the PP cost of spellcasting services to 0.
Debt of Cyphers (1/1): When in Riddleport, ...
Imperial Initiate (-): Cross this boon to get some neat stuff against constructs and divs.
Infiltrator (1/1): Cross this boon to get help on Stealth.
Riddleport Respect (-): When in Riddleport, ...
You Rescued [redacted] (-): +1 circumstance bonus to Intelligence- and Charisma-based skills while in Absalom

Scenarios played

TunnusSkenaarioGMRyhmäMuuta
#7-14Faithless and Forgotten 1: Let Bygones BeFeuranEli?/Ellie? (half-elf rogue), Quinn, Lem, Valeros, Blanc 
#7-14Faithless and Forgotten 2: Lost Colony of TaldorAtteisti  
#7-14Sun Orchid SchemeFiladeusTuang? (bloodrager), Sabaton? (oracle of metal), "Tai" tai jotain sinne päin, Glinton? (joku archer), Harsk 
#7-14Faithless and Forgotten 3: The Infernal InheritanceJJapeSnorut? the inquisitor, Trulfo? (gnome summoner), Tiberius?, elf bard 
#7-14Cyphermage DilemmaFeuranMax? the bard, joku sorcerer, Crowe-botti 
#45Delirium's TangleFeuranXan, Vizir the magus, Kyra-botti 

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