SNAGYNDAR BLACKTHORN | LEVEL 11 |
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Male huldran war master 11
N Medium humanoid (elf, orc)
Init +2+2 Dex; Senses low-light vision; Perception +16
DEFENSE |
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AC 27, touch 13, flat-footed 25 (+10 armor, +1 deflection, +2 Dex, +1 natural, +3 shield); +1 vs. slashing
hp 116 (11d10+3311d10 war master, +22 Con, +11 Favored Class, +0 Toughness feat)
Fort +5+3 base, +2 Con, Ref +9+7 base, +2 Dex, Will +10+7 base, +3 Wis; +2 vs. enchantment
Defensive Abilities orc ferocity; DR 2/from Heavy Armor Focus; Resist electricity 1from insulated armor
Flaw lecherous
OFFENSE |
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Speed 20 ft.30 ft. base, -10 ft. armor (4 squares)
Melee
knight-captain's lance +19/+14/+9BAB plus +4 Str plus +2 circumstance mark of quality plus +2 enhancement (1d8+6+4 Str plus +2 enhancement/x3) or
+1 corrosive axe-hammer +18/+13/+8BAB plus +4 Str plus +1 enhancement plus +2 circumstance mark of quality (1d8+5+4 Str plus +1 enhancement/19-20 plus 1d6 acid)
hit kickers (extra attack on melee full attack) +15BAB plus +4 Str (1d6+4+4 Str plus +0 enhancement)
Ranged
hunga munga +13BAB plus +2 Dex (1d6+4+4 Str; increments 55 = thrown/early firearm | 10 = projectile; range 1515 ft. ft.) or
masterwork composite shortbow +14/+9/+4BAB plus +2 Dex plus +1 enhancement (1d6+2+0 enhancement plus +2 Str/x3; increments 105 = thrown/early firearm | 10 = projectile; range 7070 ft. ft.) or
spined shield +14BAB plus +2 Dex plus +1 enhancement (1d10+1+1 enhancement; increments 15 = thrown/early firearm | 10 = projectile; range 120120 ft. ft.)
Special Attacks +1 trait bonus on damage rolls with unarmed strikes, brass knuckles, gauntlets, and rope gauntlets, battle tactics 294 plus +x Cha modifier plus 2x war master level rounds/day (move action; assail [multiple foes], countering tactics, covering maneuvers [+3+2 plus 1 per 6 levels beyond 5th], deployment [+15 ft.10 ft., 15 ft. at level 10], goad [DC 1810 plus 1/2 war master level plus +x Cha modifier], guarded tactics, individual tactics [2 feats1 plus 1 per 6 levels beyond 6th], raid tactics)
Spell-Like Abilities (CL 11th; concentration +14)
□□□/dayguidance
STATISTICS |
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Str 1816 base, +2 race, +0 level, Dex 1513 base, +2 race, +0 level, Con 1412 base, +0 race, +0 level, +2 enhancement belt of mighty constitution, Int 1515 base, +0 race, +0 level, Wis 1614 base, +0 race, +2 level, Cha 1614 base, +0 race, +0 level, +2 enhancement headband of alluring charisma
Base Atk +11/+6/+1; CMB +15+11 BAB, +0 size, +4 Str; CMD 2810 +11 BAB, +0 size, +4 Str, +2 Dex, +1 deflection, +0 dodge
Traits Allies In The Deep, Puglist
Feats Armor Proficiency (all), Combat Reflexes, Heavy Armor Focus, Leadership, Martial Weapon Proficiency (all), Mounted Combat, Quick Strike, Shield Proficiency (all; except tower shields), Simple Weapon Proficiency (all), Speed BurstB, Vital Strike
Skills -22 ranks, +2 Dex, -6 armor, Appraise +61 ranks, +2 Int, +3 class skill, Bluff +112 ranks, +3 Cha, +3 class skill, +3 competence circlet of persuasion, Climb +43 ranks, +4 Str, +3 class skill, -6 armor, Craft (alchemy) +105 ranks [background], +2 Int, +3 class skill, Diplomacy +101 ranks, +3 Cha, +3 class skill, +3 competence circlet of persuasion, Disguise +60 ranks, +3 Cha, +3 competence circlet of persuasion, Escape Artist -40 ranks, +2 Dex, -6 armor, Fly -40 ranks, +2 Dex, -6 armor, Handle Animal +1910 ranks, +3 Cha, +3 class skill, +3 competence circlet of persuasion, Heal +30 ranks, +3 Wis, Intimidate +134 ranks, +3 Cha, +3 class skill, +3 competence circlet of persuasion, Knowledge (engineering) +111 ranks, 5 ranks [background], +2 Int, +3 class skill, Knowledge (geography: Greyspace) +72 ranks, +2 Int, +3 class skill, Knowledge (local: Greyspace) +72 ranks, +2 Int, +3 class skill, Knowledge (nobility: Greyspace) +1510 ranks, +2 Int, +3 class skill, Linguistics +60 ranks, 1 background rank, +2 Int, +3 class skill, Perception +165 ranks, +3 Wis, +3 class skill, +5 competence lenses of detection, Perform (wind) +51 ranks, 2 ranks [background], +2 Cha, Profession (soldier) +171 ranks, 10 ranks [background], +3 Wis, +3 class skill, Profession (spacehand) +101 ranks, 3 ranks [background], +3 Wis, +3 class skill, Ride +1011 ranks, +2 Dex, +3 class skill, -6 armor, Sense Motive +71 ranks, +3 Wis, +3 class skill, Stealth -22 ranks, +2 Dex, -6 armor (+2 in desert), Survival +137 ranks, +3 Wis, +3 class skill (+18 tracking), Swim -20 ranks, +4 Str, -6 armor; Racial Modifiers +4 Stealth when in desert terrain
AcrobaticsLanguages Common, Elven, Ignan, Orc, Sylvan
SQ consul, mark of quality, rally 1once per day; increases to twice at war master level 19/day (4d64d6 plus 1d6 for every 2 war master levels beyond 11), war master talents (born leader, contacts, esprit de corps, faith, stay down! [+2+1, increases to +2 at 8th level war master, and +3 at 16th level war master])
Combat Gear coldfire wrappings, danger draught admixture, ditch dram admixture, frog suit, oil of align weapon (lawful), oil of grease, oil of hold portal (2), oil of wood shape, potion of astute fighting (CL 10th), potion of barkskin, potion of cure light wounds (6), potion of cure moderate wounds (6), potion of cure serious wounds, potion of hide from animals (8), potion of resist energy (electricity), potion of spider climb, stardust elixir of cosmic acuity, stardust elixir of stellar insight, stardust elixir of void breathing, whisk away admixture, arrows (10)
Other Gear +1 insulated (electricity) reinforced (slashing) full plate, spined shield, +1 corrosive axe-hammer, knight-captain's lance, dagger, hunga munga (10), masterwork composite shortbow (+2 Str), amulet of natural armor +1, belt of mighty constitution +2, circlet of persuasion, counterstrike bracers, glove of storing, headband of alluring charisma +2, hit kickers, lenses of detection, lightning tunic, minor bandolier of retrieval, quick runner's shirt, ring of protection +1, ring of sustenance, unique figurine of wondrous power (giant wasp), backpack, bedroll, belt pouch, clay mug, fishhooks (2), flint and steel, sewing needle, signal whistle, string (50 ft.), thread (50 ft.), trail rations (7 days), waterskin, whetstone, 739 pp, 520 gp
SPECIAL ABILITIES |
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Allies In The Deep Gain +1 trait bonus on Charisma-based skill checks to influence evil creatures.
Battle Tactics Start as move action, maintain as free action, and cannot be disrupted but ends if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action. Cannot have more than one battle attack in effect at one time. Targets must be able to hear you and are language dependent (20% deafness failure). If there is a visual component, requires line of sight (50% blindness failure). Can always count self as an ally for any effects.
Assail (Ex) Select one foe you can see that is threatened by three of your allies, and it is considered flanked for the first melee attack from each of those allies in that ally's round.
Countering Tactics (Ex) Each round, make Knowledge (nobility) skill check (DC 10 + target's HD or level) and compare to every foe you can see and have line of effect. If your check succeeds against a particular foe, that foe gains no benefit from morale, luck, or battle tactics bonuses, cannot flank, and suffers a -4 penalty to all attacks of opportunity made. A creature you fail to affect is immune to any further use of the ability by you for 24 hours.
Covering Maneuvers (Ex) Any affected allies adjacent to at least one additional ally receives +2+1 plus 1 per 6 levels beyond 5th morale bonus to AC, CMD, and Reflex saves. Requires audible and visual.
Deployment (Ex) All allies you can see gain +15 enhancement bonus to base movement if they take double move or run action.
Heroic Tactics (Ex) Select one combat feat you possess, and all allies within 60 ft. who meet the prerequisites gain use of it. As move action, change feat for all allies.
Individual Tactics (Ex) Select one ally within 30 ft. and grant ally use of 21 plus 1 per 6 levels beyond 6th combat feats you possess for which the ally meets prerequisites. As move action, can change to a different feat. Requires audible and visual.
Goad (Su) Select one foe you can see and have line of effect within 60 ft., and target must make Will save (DC 10 + 1/2 war master class level + Int modifier). If foe fails, it cannot ready or delay actions; it must take its action on its initiative order or lose action until next round. Target allowed new save at beginning of every turn. Enchantment (compulsion), mind-affecting ability.
Guarded Tactics (Ex) All allies within 60 ft. who can see and hear you can choose to use your CMD rather than their own.
Raid Tactics (Ex) All allies within 60 ft. who can see and hear you ignore penalties from conditions confused, exhausted, fatigued, frightened, shaken, or sickened as long as battle tactics maintained. Conditions are not removed, they just have no effect (but resume if battle tactics ends). Each round you maintain this tactic, expend two rounds of battle tactics maximum. Requires audible and visual.
Combat Reflexes Make a number of additional attacks of opportunity per round equal to your Dexterity bonus. May make attacks of opportunity while flat-footed.
Consul (Ex) May use Knowledge (nobility) in place of Diplomacy.
Equipment Descriptions
circlet of persuasion Gain +3 competence bonus on Charisma-based checks (factored into Skills above).
coldfire wrappings As immediate action immolate self in blue flames protecting as chill shield spell and dealing 1d6+10 cold damage to attackers. Crumbles away after 10 rounds. Takes 10 minutes to wrap around a Medium creature.
counterstrike bracers □□/dayAs immediate action after an enemy misses you with a melee attack, take an attack of opportunity (even if you have none remaining for the round) before enemy takes any other actions or attacks.
danger draught admixture Consume as standard action provoking attacks of opportunity to gain DR 10/magic against ranged weapons for 3 hours or until preventing 30 points of damage and gain +2 deflection bonus on AC, +2 resistance on saves, and immunity to new attempts to possess or exercise mental control from creatures of warded alignment for 3 minutes. Grants new save (with +2 morale bonus) against current possession or mental control from creatures of warded alignment to suppress effects for 3 minutes. Summoned creatures of warded alignment cannot touch you for 3 minutes unless overcoming effect with Spell Resistance or you attack creature or force barrier against it.
ditch dram admixture Consume as standard action provoking attacks of opportunity to cure 2d8+3 hp and turn invisible for 3 minutes.
figurine of wondrous power (giant wasp) When command word spoken, turns into an animal-intelligent giant wasp (see stats below) under command of possessor. Can be used 3/week for up to 12 hours per use. When duration passed or command spoken, once again becomes tiny statuette.
frog suit Activate as standard action not provoking attacks of opportunity to gain 2d8 temporary hp. Until these temporary hp are depleted or 5 minutes pass, whichever comes first, gain +20 competence bonus on Acrobatics checks made to jump and Swim 30 ft.; however, land speed maximum becomes 15 ft. Can end as move action if desired.
glove of storing As free action, shrink and store one-handed item weighing up to 20 lbs. into glove. Item is so small it cannot be seen. Retrieve as free action.
hit kickers When you take full attack action against a single foe in melee, add single kick attack (as an armed attack with which you are proficient) at your highest BAB and dealing 1d6 plus Str damage. May not be used to perform a combat maneuver.
knight-captain's lance □□□/dayWhen you damage a foe, as swift action, grant all allies within 60 ft. a +2 morale bonus on next attack roll they make against same foe for 1 round. This +2 lance changes color and style to match your armor, and pennon flies and displays your heraldry (and it can serve as cavalier's banner). Counts as alchemical silver for overcoming DR.
lenses of detection Grants +5 competence bonus on Perception checks and on Survival checks when tracking (factored into Skills above).
lightning tunic Item has □□□ charges that recharge daily. As standard action, spend 1, 2, or 3 charges to gain electrical field dealing damage to anyone striking you with a natural or non-reach melee weapon: 1 charge for 2d6 damage, 2 charges for 3d6 damage, or 3 charges for 4d6 damage. Field remains active for 3 rounds.
minor bandolier of retrieval □/dayAs part of a "retrieve a stored item" action, do so as free action combined with regular move action and gain +4 dodge bonus to AC against attacks of opportunity caused when you retrieve the item (a condition causing you to lose your Dex bonus to AC also makes you lose this dodge bonus). Any other time, as move action provoking attacks of opportunity, use "retrieve a stored item" action to take item from bandolier. Can hold up to 8 small items. Can wear no more than two bandoliers at once.
quick runner's shirt □/dayAs swift action, take additional move action on your turn.
ring of sustenance Continually provides life-sustaining nourishment. Wearer only needs 2 hours of sleep to gain benefit of 8 hours of rest; can prepare spells after 2 hours but still only once per day. Must be worn one full week to attune; if removed, must reattune.
signal whistle With DC 5 Perform (wind instruments) check convey concepts such as "Attack," "Help," "Advance," "Retreat," "Fire," and "Alarm." Can be heard (Perception DC 0) up to quarter-mile distant. Perception checks suffer -2 penalty for each additional quarter-mile.
spined shield □□□/dayAs standard action, upon command, fire spine with +1 enhancement bonus, range increment 120 ft., dealing 1d10 damage (19-20/x2). Spines regenerate each day. Also functions as +1 heavy steel shield.
stardust elixir of cosmic acuity For 1 hour, gain +4 insight bonus on AC against attacks from aberrations and saving throws against spells and abilities used by aberrations.
stardust elixir of stellar insight For 1 hour, gain +5 insight bonus on all Knowledge checks.
stardust elixir of void breathing For 24 hours, gain cold resistance 5, breathe freely underwater or in a vacuum and immune to gases, vapors, inhaled diseases, inhaled poisons, and similar spell effects such as cloudkill or stinking cloud. Neither you nor equipment harmed by temperatures between -50 and 140 degrees Fahrenheit and no Fort saves due to temperature are necessary.
whetstone Spend 15 minutes working a nonmagical blade and grant +1 on first damage roll for the first successful hit afterward.
whisk away admixture Consume as standard action provoking attacks of opportunity to gain invisibility and 60 ft. fly (good) and +2 bonus on Fly skill checks for 5 minutes. If flight expires while aloft, float downward 60 ft. per round for 1d6 rounds.
Heavy Armor Focus When wearing heavy armor, gain DR 2/ that stacks with DR gained from Armor Mastery fighter ability and any DR gained from armor material but not from any other source.
Lecherous When interacting with someone you find attractive, make Will save (DC equal to Charisma of the person) or suffer a -3 penalty on all Charisma-based skill checks with that person.
Mark of Quality (Ex) Anytime you use a masterwork weapon, armor, tool kit, or similar item receive +2 circumstance bonus (to attack if weapon, increase max Dex bonus if armor, or bonus to skill or ability check if tool). Magic weapons and armor count as masterwork.
Mounted Combat □/roundAs immediate action, when your mount is hit in combat make a Ride check (DC opponent's attack roll +1) to negate the hit.
Orc Ferocity (Ex) □/dayWhen brought below 0 hp but not killed, fight on for 1 more round as if disabled. At end of next turn, unless brought to above 0 hp, immediately fall unconscious and begin dying.
Quick Strike □/dayAs free action make single attack without provoking attack of opportunity. Can perform another action, even cast a spell or make full attack, in same round. Cannot be used in conjunction with haste or similar effects.
Rally (Su) □/dayAs standard action, allies within 30 ft. radius burst gain 4d64d6 plus 1d6 for every 2 war master levels beyond 11 temporary hp. Each ally may make one saving throw against any one effect (with same save DC); if successful, effect ends.
Speed Burst1/day per 3 character levels □□□/dayTake extra move action on your turn.
Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit but are added to the total.
War Master Talents Only one talent that adds effects to battle tactics (marked with *) can be applied at a time and must be selected when battle tactics first started.
Born Leader (Ex) Add half war master level to Leadership score for purpose of determining total number of followers (but not cohort level). If score is 26 or higher, gain additional followers (subtract 10 from Leadership score and add that number of followers to regular number).
Contacts (Ex) Upon reaching a new community, may immediately make Diplomacy check to see if you have a contact (9 or less, no contact; 10-29 indifferent contact; 30-39 friendly contact; 40+ helpful contact). Typically members of the community, not knights or courtly wizards, and must be treated well to remain a contact.
Esprit de Corps (Ex) Any follower you gained from Leadership gains +2 morale bonus to attacks, skill checks, damage rolls, CMD, and saving throws within 60 ft. of you. If currently suffering a fear effect, may attempt a new save to resist (at original DC) once per round when within 60 ft. of you. Apply as long as follower knows he is close to you, even if you are unconscious, paralyzed, or unable to react; even if dead, up to 24 hours, as long as within range. In addition, available cohorts are expanded.
Stay Down! (Ex) Any ally able to see and hear you gains an additional +2+1, increases to +2 at 8th level war master, and +3 at 16th level war master bonus to AC and Reflex saves when the ally has any kind of cover.
Unique Figurine of Wondrous Power (Giant Wasp Cohort) |
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Male giant wasp fighter (savage warrior) 1
N Large vermin
Init +2+2 Dex; Senses darkvision 60 ft.; Perception +12
DEFENSE |
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AC 17, touch 12, flat-footed 15 (+1 deflection, +2 Dex, +5 natural, -1 size)
hp 64 (5 HD; 4d8+1d10+364d8 racial, 1d10 fighter, +30 Con, +1 Favored Class, +5 Toughness feat)
Fort +12+2 one-time good save bonus, +2 giant wasp, +0.5 fighter, +6 Con, +2 morale esprit de corps, Ref +7+1.33 giant wasp, +0.33 fighter, +2 Dex, +2 Lightning Reflexes, +2 morale esprit de corps, Will +5+1.33 giant wasp, +0.33 fighter, +2 Wis, +2 morale esprit de corps
OFFENSE |
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Speed 20 ft.20 ft. base, -0 ft. armor, fly 60 ft. (good)
Melee
sting +12BAB plus +6 Str plus -1 size plus +1 Weapon Focus plus +2 morale esprit de corps (1d8+11+1.5 x Str plus +0 enhancement plus +2 morale esprit de corps plus poison)
Space 10 ft.; Reach 5 ft.
TACTICS |
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Before Combat When within 60 ft. of Snagy, gain benefit of esprit de corps (note: normally applies only to followers but ruled to apply here due to nature of campaign not getting followers).
Base Statistics Without esprit de corps, the giant wasp's statistics are Senses darkvision 60 ft.; Perception +10; Fort +10, Ref +5, Will +3; Melee sting +10 (1d8+9 plus poison); CMD 24 (31 vs. trip); Skills Acrobatics +2, Climb +6, Escape Artist +2, Fly +10, Intimidate -1, Perception +10, Stealth +2, Survival +6, Swim +6.
STATISTICS |
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Str 2218 base, +0 race, +0 level, +4 creature with class levels adjustment, Dex 1412 base, +0 race, +0 level, +2 creature with class levels adjustment, Con 2218 base, +0 race, +0 level, +4 creature with class levels adjustment, Int 22 base, +0 race, +0 level, Wis 1513 base, +0 race, +0 level, +2 creature with class levels adjustment, Cha 911 base, +0 race, +0 level, -2 creature with class levels adjustment
Base Atk +4+3 giant wasp, +1 fighter; CMB +11+4 BAB, +1 size, +6 Str; CMD 2610 +4 BAB, +1 size, +6 Str, +2 Dex, +1 deflection, +0 dodge, +2 morale esprit de corps (33 vs. trip)
Feats Flyby Attack, Lightning Reflexes, Toughness, Weapon Focus (sting)B
Skills +40 ranks, +2 Dex, -0 armor, +2 morale esprit de corps, Climb +80 ranks, +6 Str, -0 armor, +2 morale esprit de corps, Escape Artist +40 ranks, +2 Dex, -0 armor, +2 morale esprit de corps, Fly +123 ranks, +2 Dex, +3 class skill, -2 size, +4 good maneuverability, -0 armor, +2 morale esprit de corps, Intimidate +10 ranks, -1 Cha, +2 morale esprit de corps, Perception +120 ranks, +2 Wis, +8 racial, +2 morale esprit de corps, Stealth +41 ranks, +2 Dex, +3 class skill, -4 size, -0 armor, +2 morale esprit de corps, Survival +81 ranks, +2 Wis, +3 class skill, +2 morale esprit de corps, Swim +80 ranks, +6 Str, -0 armor, +2 morale esprit de corps; Racial Modifiers +8 Perception
AcrobaticsOther Gear amulet of natural armor +1, ring of protection +1, exotic military saddle
SPECIAL ABILITIES |
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Equipment Descriptions
exotic military saddle Gives rider +2 circumstance bonus on Ride checks related to staying in saddle. If rider knocked unconscious, has 75% chance to stay in saddle.
Flyby Attack When flying, can take a move action and another standard action at any point during the move. Cannot take a second move action during a round you make a flyby attack.
Poison (Ex) Stinginjury; save Fort DC 2010 plus 1/2 racial HD plus Con modifier plus +2 racial; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
Height 6'4"; Weight 152 lbs.; Hair Chestnut Brown; Eyes Hazel; Skin Gray; Age 79; Religion House of the Rising Sun; Homeland Greela, Greyspace; Favored Class War Master
Defeated Enemies Dwarf Pistolero (2), Guild Sneak Priest, King Rat Rodent of Unusual Size, Neogi Spellweaver Initiate, Orc Blunderer, Rodent of Unusual Size Lackey, Tough Hook Horror
Defining Characteristic Lecherous
Table: Contacts | |||
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Name | Contact Type | Location | Notes |
Verran | Contact | Bonanza, Greela, Greyspace | M Human Necromancer and Undertaker |
Ylora Shadewhisper | Friend | Tarvin, Ginsel, Greyspace | F Half-Elf Smuggler and Information Broker |
SESSION NOTES |
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Pathfinder® Roleplaying Game Phoenix Gaming Club 2024-2025 | DM Charles W. Plemons III 29 Games Played | Last Played 02/18/2025 | Created 05/13/2024 | Played by Casey Scruggs |