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Alexite Von Crispin-Thrune, Chelaxian Entertainer

Male Half-Elf (Chelaxian) Bard 2 / Cavalier (Order of the Dragon) 1 / Ranger 1 / Rogue 5/ Hellknight (Order of the Gate) 6 (Total level: 15)
LN Medium humanoid(elf, human)
PFS Number 8846-2
Homeland Cheliax; Faction Cheliax; Deity Asmodeus
Init +4 Senses low-light vision, Perception +25(+30 with lenses)

Defense

AC 32, touch 18, flat-footed 31
   (+8 armor, +3 deflection, +4 Dex, +1 insight, +3 natural, +3 shield); ACP 0
hp 146 (7d8+8d10+60)
Fort +15, Ref +18, Will +10
Defensive Abilities Arrow Deflection, evasion, elven immunities, uncanny dodge, well-versed

Offense

Speed 30ft (6 squares)
Melee +1 humanbane merciful rapier +18/ +13 (1d6+1, 18-20/ x3) (+2/+2+2d6 vs. humans)
Melee +1 humanbane merciful rapier +18/ +13 (1d6+1+1d6 nonlethal, 18-20/ x3) (+2/+2+2d6 vs. humans)
Melee +1 chaotic outsider bane rapier +18/ +13 (1d6+1, 18-20/ x3) (+2/+2+2d6 vs. chaotic outsiders)
Melee mwk sap +17/ +12 (1d6+1, nonlethal)
Melee club +12/ +7 (1d6+0)
Ranged short bow +16/ +11 (1d6, x3)
Special Atk challenge 1/day, sneak attack +3d6
Bard Spells Known (CL 2; concentration +8)
   1st (3/day) - comprehend language, cure light wounds, disguise self, expeditious retreat
   0 - detect magic, light, mage hand, prestidigitation, summon instrument

Statistics

Abilities Str 10, Dex 18+4, Con 18+4, Int 14, Wis 12, Cha 20+4
Base Atk +12 CMB +12 CMD 29 (30 vs. grapple)
Feats Dazzling Display, Lingering Song, Persuasive, Precise Strike*B, Skill Focus (Acrobatics), Skill Focus (Chelaxian Opera), Skill Focus (Disable Device), Skill Focus (Perception), Weapon FinesseB, Weapon Focus (rapier)
Skills Acrobatics +33, Bluff +15, Diplomacy +21 (+3 with Hellknights), Disable Device +27 (+29 vs traps), Intimidate +29, Knowledge (local) +8, Knowledge (planes) +9, Knowledge (religion) +8, Knowledge (all) +3, Linguistics +10, Perception +25 (+2 vs traps, +5 with lenses), Perform (Chelaxian Opera) +33, Ride +9, Sense Motive +6, Sleigth of Hand +9, Spellcraft +11, Stealth +16, Survival +7* (+ 12 with lenses), Use Magic Device +17
   *: +1 to find food and water.
   **: +1 to follow or identify tracks.
Languages Azlant, Chelaxian, Draconic, Elven, Giant, Hallid, Infernal, Kellish, Nagaji, Osiriani, Polyglot, Skald, Tassilonian, Tian, Varisian, Vudrani, Undercommon
SQ bardic performance, favored enemy (chaotic outsider +2), trapfinding +1, trap sense +1, wild empathy (1d20+7)

Class abilities

Aura of Law (Ex) Radiate an overwhelming aura of law
Bardic Knowledge (Ex) Gain +1 to all Knowledge checks; may make all Knowledge checks untrained.
Bardic Performance Standard Action to start, Free Action to maintain; 11 rnds/day; cannot be disrupted but ends immediately if unable to maintain; cannot have more than 1 performance in effect at one time; Audible Component: 20% chance to fail if Deaf, Visual Component: 50% chance to fail if blind.
    Countersong (Su) Audible; make Perform [keyboard, percussion, wind, string, or sing], any w/in 30' affected by sonic or language-dependent magical attack may use Perform check result in place of save if higher; creatures already under effect gain another saving throw each rnd of countersong but must use Perform check result; does not work on effects that don't allow saves
    Fascinate (Su) Audible & Visual, enchantment (compulsion), mind-affecting; 1 target(s) w/in 90'; while maintained targets sit quietly & take -4 penalty on skill checks made as reactions; Will save negs (DC 16), potential threat allows new save while obvious threat breaks effect; targets succedding on save cannot be targeted again for 24 hrs
    Inspire Courage (Su) Audible or Visual (choose when starting), mind-affecting; allies get +1 Morale bonus on save vs. charm and fear effects, +1 Competence bonus on attack and damage
Challenge (Ex) Swift Action; 1/day, chose 1 target w/in sight, melee attacks deal +1 extra dmg; you take -2 penalty to AC from attackers other than target; effect lasts until target is dead/unconscious or until combat ends.
Detect Chaos (Sp) This ability functions like a paladin's detect evil ability, save that it detects chaos.
Discern Lies (Sp) A Hellknight can use discern lies as a spell-like ability 9 times per day. Caster level is 15.
Discipline A Hellknight gains access to his first discipline, choosing one that is associated with his specific order. The Hellknight can use any discipline 2 times per day.
    Fearsomeness (Sp; any order) A Hell knight who uses the Intimidate skill to cause a creature within 10 feet to become shaken can instead cause that creature to become frightened.     Summon Devil (Sp; Order of the Gate) The Hellknight may use summon monster V as a spell-like ability to summon 1 bearded devil.
Force of Will (Ex) A Hellknight gains a bonus on Will saves against spells with the following descriptor: compulsion (+4, fear (+2
Guileful Polyglot (Ex) Gain four language. Every point of Linguistics now give two languages.
Smite Chaos (Sp) 2/day This ability functions as the paladin's smite evil ability, but against chaotic-aligned creatures. Add +6 to attack and 6 to damage. While smite is in effect, gain a +6 bonus to AC against attacks made by the target. This ability is twice as effective against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey.
Tactician (Ex) Gain bonus teamwork feat; Standard Action, 1/day may grant this bonus feat to all allies w/in 30' who can see/hear you for 3 rnds
Trap Sense Gain +1 on Ref saves vs traps and +1 Dodge bonus to AC vs traps.
Uncanny Dodge (Ex) Cannot be caught flat-footed, even if attacker is invisible; still lose Dex bonus to AC if immobilized or if opponent successfully uses feint action
Versatile Performance May use Perform instead of Bluff and Sense Motive.
Well-Versed +4 bonus on saves vs. bardic performance, sonic and language-dependent effects.

Order of the Dragon

Edict must remain loyal to allies and must always work to further aims of the group; must protect allies from harm and defend their honor when called into doubt.
Challenge allies gain +1 Circumstance bonus on melee dmg vs. challenge target when you are threatening target.

Traits

Fiendish Presence (Cheliax Faction): Your family routinely held court with pit fiends and erinyes when you were a child and, as a result, you learned to manipulate people better than most. You gain a +1 trait bonus on Diplomacy and Sense Motive checks. One of these skills (your choice) is always a class skill for you. Chose Sense Motive
Theoretical Magician You gain a +2 trait bonus on Spellcraft checks.

Equipment

+3 glammered stealth mithral shirt, armored kilt, mwk chain shirt, mwk parade armor, +1 humanbane merciful rapier, +1 chaotic outsider bane rapier, mwk sap, +1 arrow deflection heavy darkwood shield
amulet of natural armor +3, belt of Dex and Con +4, boots of elvenkind, circlet of persuasion, cloak of protection +3, dusty rose ioun stone (+1 insight bonus to AC), headband of alluring charisma +4, ioun torch, lenses of detection
ring of feather fall, ring of protection +3, badge of the charlatan

climbing gear, snow shoes
Shadow Lodge signet
cold weather gear, royal outfit
Consummables
   potion of daylight O
   potion of fly O
   scroll of breath of life O
   scroll of daylight O
   scroll of fly O O O O
   scroll of invisibility O O O O
   scroll of resist energy O
   scroll of spider climb O O O
   scroll of teleport O
   scroll of water breathing O
   wand of cure light wounds
                     O O O O O   O O O
   wand of cure moderate wounds
                     O O O O O   O
   wand of faery fire
                     O O O O O   O O O O O   O O O O O   O O O O O   O O O O O  
                     O O O O O   O O O O O   O O O O O   O O O O O   O O
   wand of infernal healing
                     O O O O O   O O O O O   O O O O O   O O O O O   O O O O O  
                     O O O O O   O O O O O   O O O O O   O O O O
   wand of longstrider
                     O O O O O   O O O O O   O O O O O   O O O O O   O O O O O  
                     O O O O O   O O O O O   O O O O O   O O O O O
   wand of vampiric touch (CL7th)
                     O O O O













Order of the Gate

From its redoubt Citadel Enferac in the western Menador Mountains, the secluded Order of the Gate deals and bargains with fiends in ways that give even the other Hellknight orders reason to dread. The crimson-cloaked signifers of the order outnumber the rank-and-file Hellknights three to one, and they claim to be granted otherworldy knowledge of egregious crimes before they are committed.

While the signifers’ infernal servants wreak their will in the world beyond, the order’s actual members turn their efforts toward gleaning knowledge from the planes and the guardianship of some vague charge.

The Hellknights of the Gate have no lictor, and are instead overseen by the ever-masked Vicarius Giordano Torchia.

New Rule Items

Precise Strike (Combat, Teamwork)

You are skilled at striking where it counts, as long as an ally distracts your foe.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

Source

Advanced Players' Guide, p. 167

Infernal Healing
Shool conjuration (healing) [evil]; Level cleric/oracle 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
Casting Time 1 round
Components V, S, M (1 drop of devil blood or 1 dose of unholy water)
Range touch
Target creature touched
Duration 1 minute (10 rnds)
Saving Throw Will negates (harmless) Spell Resistance yess(harmless)

Description

You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this has no long-term effect on the target’s alignment.

Source

Pathfinder Campaign Setting: The Inner Sea World Guide, p. 295

Concert Hall

(5pp) Though musicians can typically play anywhere, you provide the community with a venue exclusively dedicated to music, drawing performers from across the region to put on solo and ensemble shows.
If you use ranks in Perform (any instrument or sing) to calculate your bonus on Day Job checks, your business grants you a +1 circumstance bonus on all such checks. You also gain a +1 circumstance bonus on Knowledge (history) checks regarding music.
Source Pathfinder Society Field Guide, p. 60
Herald

(1pp) Egos tend to run strong in the Pathfinder Society, and some members want everyone to know when they have arrived. You gain the service of a herald to announce your presence and accomplishments at any social gathering, be it a formal ball, theater performance, or diplomatic negotiation.
Source Pathfinder Society Field Guide, p. 61

Ioun Torch
Aura strong universal; CL 12th
Slot none; Price 75gp; Weight -lb.

Description

This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction

Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62.5gp

Source

Advanced Player's Guide

Armiger

Faction Cheliax
Prerequisite Fame 20, 2 PP
Though still a loyal Pathfinder, your service to Cheliax grants you admission into a Hellknight order of your choice with the rank of armiger. You gain a +3 bonus on Diplomacy checks made against Hellknights of any order or rank.
Source Pathfinder Society Field Guide, p. 15

Badge of the Charlatan
Aura none; CL 5th
Slot -; Price 35000gp; Weight -lb.

Description

This gold Aspis badge simultaneously provides all benefits of a ring of invisibility and a hat of disguise. As a standard action, the wielder can transform it into any other badge of authority with which she is familiar. The badge is under a constant greater magic auraUI effect to appear nonmagical.

Source

PFS7-29 All for Immortality, Part 3: Serpent's Fall

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Nightmare
Alexite Von Crispin-Thrune's Mount Effective Level 1

Nightmare
N Large animal
Init +1 Senses low-light vision, scent, Perception +5

Defense

AC 17, touch 10, flat-footed 17
   (+3 armor, +1 Dex, +4 natural, -1 size); ACP 0
hp 17 (2d8 + 5)
Fort +5, Ref +4, Will +1

Offense

Speed 50ft
Melee bite +4 (1d4+3) and 2 hooves -1 (1d6+1)
Base Atk +1 CMB +4 CMD 16(20 vs. trip)

Statistics

Abilities Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Feats Armor Proficiency (light)B, Toughness
Skills Perception +5, Stealth +1
SQ link

Equipment

mwk studded leather barding



Barbazu of the 154th Circle

Male Bearded Devil
LE Medium outsider(devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60ft., see in darkness; Perception +10

Defense

AC 19, touch 12, flat-footed 12
   (+2 Dex, +7 natural)
hp 57 (6d10+24)
Fort +9, Ref +7, Will +3
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10; SR 16

Offense

Speed 40ft.
Melee glaive +11/+6 melee (1d10+6 /3 plus infernal wounds) or
Melee two claws +10/+10 melee (1d6+4)
Space 5ft.; Reach 5ft. (10ft. with glaive)
Special Attacks beard, Power Attack
Spell-Like Abilities (CL 12th)
   At will - greater teleport (self plus 50lbs. of objects only)
   1/day - summon (level 3, 1 bearded devil or 6 lemures, 50%)

Statistics

Abilities Str 19, Dex 15, Con 19, Int 6, Wis 12, Cha 10
Base Atk +6 CMB +10 CMD 22
Feats Improved Initiative, Power Attack, Weapon Focus (glaive)
Skills Climb +13, Intimidate +7, Perception +10, Sense Motive +6, Stealth +11
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.

Special Abilities

Beard (Ex)If a bearded devil hits a single opponent with both claw attacks, it also lashes at the same target with its spiky, filthy beard. The victim takes 1d8+2 points of damage and must succeed on a DC 17 Fortitude save or contract devil chills. The save DC is Constitution-based.
Devil Chills: Disease - injury; save Fort DC 17; onset 1d4 days; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves.
Infernal Wound (Su)The damage a bearded devil deals with its glaive inflicts persistent wounds that cause 2 points of bleed damage. Bleed caused from an infernal wound is particularly difficult to stanch—a DC 17 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 16 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects on the victim. The infernal wounds caused by a bearded devil are a supernatural ability of the devil, not of the weapon.




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Adventure Record for Alexite von Crispin

# Adventure XP Final PA Final GP Notes & Special Rewards
1 PFS 01-39 Citadel of Flame 1 2 / 2 453 Set in Qadira
DM'd by Sean K Reynolds
2 PFS 01-43 The Pallid Plague 2 4 / 4 829 Set in Andoran
Exemplar of Falcon's Hollow
Hero of the Fey
3 PFS 01-55 The Infernal Vault 3 6 / 6 1092 Set in Absalom
Bought CLWand, mwk rapier, mwk sap
4 PFS 01-47 The Darkest Vengeance 4 8 / 8 3007 Set in Ustalav
5 PFS 02-01 Before the Dawn pt1: The Bloodcove Disguise 5 10 / 10 3513 Set in Bloodcove Mwangi Expanse
Forged deed to a local bar
6 PFS 02-02 Before the Dawn pt2: Rescue at Azlant Bridge 6 12 / 12 4795 Set in Mwangi Expanse
7 PFS 00-03 Murder on the Silk Caravan 7 14 / 14 5149 Set in Qadira
Met with some genies
Bought Map of the Silken way (+2 Survival)
8 MOD 02-01 The Godsmouth Heresy 10 18 / 18 2017 Set in Kaer Maga Varisia
GM Credit
Bought +1 mithral shirt, +1 light wooden shield, cloak of resistance +1
Upgraded rapier to +1
9 PFS 02-11 The Penumbral Accords 11 20 / 20 3877 Set in Blackros Museum Absalom
Visited museum and shadow plane
The Blackros are untrustworthy
10 PFS 02-13 Murder on the Throaty Mermaid 12 22 / 22 4229 Set in onboard the Throaty Mermaid Varisia
Bought scroll of water breathing, armored kilt, +1 heavy darkwood shield
11 PFS 02-15 Shades of Ice, pt1: Written in blood 13 24 / 24 6060 Set in Trollheim Land of the Lynnorn Kings
Bought cold weather gear, snow shoes
12 PFS 02-19 Shades of Ice, pt3: Keep of the Huscarl King 14 26 / 26 1966 Set in Ranulf's Keep Realm of the Mammoth Lords
Fought Shadow Lodge
Snowmask Induction (endure element in cold weather and down to 0F)
Upgraded Rapier to merciful
13 Special 02-02 Grand Melee 4711AR 15 28 / 28 4466 Set in Absalom
GM Credit
Aerial Assault (As a standard action, you gain a fly speed of 60 ft as per the fly spell with a duration of 1 minute, X X X)
Eastern Mysteries (As a swift action, you gain a +5 bonus on a single Bluff, Diplomacy, Intimidate, Knowledge, or Sense Motive check you make while on the continent of Tian Xia, This bonus must be applied before the results of the roll are determined, O X X)
The Legions of Hell (As a swift action, you may add the lawful outsider bane property to any weapon you are wielding, This ability stacks with existing weapon bonuses and lasts for 1 minute, The effect immediately ends if the weapon leaves your possession, O O X)
14 PFS 02-21 The Dalsine Affair 16 30 / 30 3569 Set in Oppara Taldor
Defeated Shadow Lodgers
Bought Shadow Lodge signet (+4 circ to Disguise masquerading as SL)
Bought headband of alluring Charisma +2
15 MOD 02-03 Tomb of the Iron Medusa 19 34 / 34 3219 Set in Taldor
Explored Tomb of the Iron Medusa
Discovered Stavian's secret (+2 Intimidate or Knowledge (nobility) once)
Bought Adella's map collection (+2 Knowledge (geography) between Katheer and Oppara)
Bought tomes of Taldan history (+2 bonus on Knowledge (history regarding Taldor))
Bought ring of protetion +1 and belt of Dexterity +2
16 PFS 02-25 You only die twice 20 34 / 36 8743 Set in Geb
Ran around as an undead
Bought wand of infernal healing
17 PFS 03-02 Sewer Dragons of Absalom 21 34 / 38 1958 Set in Absalom
Went to the opera, twice, FABULOUS!
Was named Armiger of the Hellknight order of the Gate
Contraband Dividend: Ioun torch
Koboldfriend: token grants +2 Diplomacy to reptilian humanoids
Upgraded rapier to humanbane
18 Special 03-01 Blood under Absalom 22 36 / 40 7342 Set in Absalom
Challenge of the Ruby Phoenix Tournament
Gained Skill Boon O O
19 PFS 03-03 The Ghenett Mansion Gauntlet 23 38 / 42 2671 Set in Katapesh
Read the Mutani Manual of Martial Mastery (grapple)
Bought wand of vampiric touch (cl7, 5 charges)
Bought 2 scrolls of invisibility
Bought 2 slaves
Upgraded shield of arrow deflection (+2)
20 PFS 02-14 The Chasm of Screams 24 40 / 44 841 Set in Mindspin Mountains Nidal
Rescued a lady
Bought boots of elvenkind
Bought circlet of persuasion
Bought amulet of natural armor +1
Bought climbing gear and used scroll of invisibility
Bought potion of fly
21 PFS 03-10 The Immortal Connundrum 25 36 / 46 4787 Set in Absalom
Attended party with the Paracountess
Broke the law of Thuvia
Obtained Concert Hall and Herald
Bought special Wand of cure moderate
Bought royal outfit
22 PFS 03-12 Wonders of the Weave: Part 1 26 38 / 48 932 Set in Hao Jin Tapestry Absalom
Explored a tapestry and Dog Pharaoh's tomb
Treachery in the Weave
Upgraded armor to +2 glammered stealth
23 PFS 03-14 Wonders of the Weave: Part 2 27 40 / 50 6696 Set in Hao Jin Tapestry Absalom
Broke power of the Aspis Consortium in the tapestry
Relentless Aspis Hunter: +2 morale bonus to atk and dmg vs
Aspis agents in the Hao Jin Tapestry
24 PFS 03-20 The Rats of Round Mountain, Part 1 28 42 / 52 11647 Set in Hao Jin Tapestry Absalom
Travelled the Sundered Path
Received a letter from the ratfolk tower captain
Bought scrolls of daylight, fly and spider climb
Bought ring of feather fall
25 PFS 03-22 The Rats of Round Mountain, Part 2 29 44 / 54 6742 Set in Hao Jin Tapestry Absalom
Visited the Pagoda of the Rat
Cornered Fury: when reduced to below half HP without conscious allies within 30', gain +2 morale bonus to attacks and AC
Upgraded armor to +3, cloak of resistance to +3
26 PFS 00-20 King Xeros of Old Azlant 30 46 / 56 2444 Set in Harbor Absalom
Visited the transdimensional ship, the King Xeros
Bought dusty rose ioun stone, upgrade belt of Dex to belt of Dex and Con +2
27 PFS 03-17 Red Harvest 31 47 / 58 3679 Set in Nagajor Tian Xia
Lore of the Lotus Anals: +2 bonus on Knowledges on Nagajor or Nalinivati and +1 on attack rolls and Cha-skills against nagaji or nagas
Bought Imp
Upgraded ring of prot to +2
28 PFS 03-26 Portal of Sacred Rune 32 46 / 60 7213 Set in Hao Jin Tapestry Absalom
Bought scroll of breath of life, lenses of detection, paid for an Imp
Paid 2PAs for a restoration spell,
29 PFS 04-08 The Cultist's Kiss 33 46 / 62 14664 Set in Palin's Cove Varisia
Defeated cult of Lissala
Paid for imp
30 Emerald Spire 01-14 The Throne of Azlant 36 50 / 66 2338 Set in
Defeated ancient Azlant wizard
Refused to deal with demon
Upgrades amulet of natural armor and ring of protection to +3, added chaotic outsider bane to rapier
31 Jade Regent 01-05 Tides of Honour 39 47 / 70 31282 Set in Tia Xia
Helped Ameiko fight against the Jade Regent
Bought scroll of breath of life, 2x water walk, remove fear, 2x lesser restoration, daylight, invisibility, resist energy, wand of faerie fire, wand of infernal healing
Received restoration for permanent negative level
32 PFS 07-20 All for immortality 40 48 / 72 18316 Set in Thuvia
+1 Bonus to Pathfinder teams in series, One dead Axe Fixers
Got Imp
Update belt to +4
33 PFS 07-26 All for immortality 2 41 42 / 74 13198 Set in Thuvia
Got Imp
Bought supplies for kids
Bought potion of daylight, scrolls of fly (x3), invisibility (x2), resist energy (x2), spider climb (x2), teleport (x1), bracelet of friend (barbed devil serves me for 5 min/day)
Paid
34 PFS 07-29 All for immortality 3 42 43 / 76 1348 Set in Oswego Cheliax
Got Imp
Aspis Armory
Incredible Protege
Innovative Blade
Patron's Debt
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Bought Badge of the Charlatan
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