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Captain Flint

Male Human Druid 4/ Ranger 2/ Rogue 2 (Total Level: 8)
N Medium humanoid (human)
PFS Number 8846-13
Homeland Absalom; Faction Qadira; Deity Besmera
Init +4 Senses Perception +10

Defense

AC 26, touch 16, flat-footed 21
   (+5 armor, +4 Dex, +1 deflection, +1 dodge, +5 shield)
hp 53 (2d10+6d8+8)
Fort +9, Ref +12, Will +6
Defensive Abilities evasion

Offense

Speed 30ft
Melee +1 rapier +11/ +6 (1d6+2/ 18-20)
    mwk cold iron rapier +11/ +6 (1d6+1/ 18-20)
    sap +10/ +5 (1d6+1)
    mwk silver mace +8/ +3 (1d8+1)
Ranged sling +10/ +5 (1d4+1)
Special Attack dirty fighter (+1 dmg when flanking), favored enemy (human) +2, sneak attack +1d6
Druid Spells Prepared (CL 8; concentration +5)
   2nd barkskin, gust of wind
   1st cure light wounds, faerie fire, longstrider, magic fang
   0 (At-Will) detect poison, guidance, resistance, stabilize

Statistics

Abilities Str 12, Dex 18, Con 12, Int 14, Wis 12, Cha 12

Base Atk +6; CMB +7 CMD +13
Feats Dodge, Mobility, Nimble Moves, Shield FocusB, Spring AttackB, Weapon Finesse
Skills Acrobatics +16, Bluff +10, Climb +6, Diplomacy +10, Disable Device +19, Handle Animal +6, Heal +6, Intimidate +6, Knowledge (local) +9, Knowledge (nature) +15, Linguistics +6, Perception +10, Profession(Sailor) +5, Sense Motive +5, Sleight of Hand +14, Stealth +11, Survival +14, Use Magic Device +5,
Languages Common, Druidic, Infernal, Kellish, Orc
SQ Combat style (sword and shield), nature bond (ape companion), nature sense, resist nature's lure, tracking (+1), trackless step, trapfinding +1, wild empathy +7, wild shape (1/day), woodland stride

Traits

Dirty Fight +1 dmg when flanking

Suspicious +1 bonus to Sense Motive, always class skill

Equipment

Combat Gear climbing kit, ioun torch x2, cloak of resistance +1, ring or protection +1
Other Gear +2 studded leather, +1 rapier, +2 darkwood shield, mwk cold iron rapier, mwk silver mace, sap, sling
Magic Items
    pearl of power I - O O O O O O
    pearl of power II - O O
Consummables
    acid O
    oil O O O O O     O O O O
    oil of daylight O
    potion of darkvision O O
    potion of fly O
    potion of invisibility O O
    scroll of align fang O O
    scroll of darkvision O O O O
    scroll of resist energy O
    scroll of spider climb O O
    scroll of water breathing O
    scroll of water walk O
    wand of cure light wounds
            O O O O O     O O O O O     O O O O O     O O O O O     O O
    wand of cure light wounds
            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 O O O

Non-Core rules element

Boon Companion

Your bond with your animal companion or familiar is unusually close.
Prerequisites: Animal companion or familiar class ability.
Benefit: The abilities of your animal companion or familiar are calculated as though your class were four levels higher, to a maximum bonus equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar, you may apply this feat to the replacement creature.
Special: You may select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar.

Source

Seekers of Secrets, p. 16

Ben Gunn

Ape

N Medium animal

Init +6; Senses low-light vision, scent; Perception +1

Defense

AC 24, touch 16, flat-footed 18 (+4 studded leather, +6 Dex, +4 natural)

hp 36 (6d8+12)

Fort +6, Ref +11, Will +3

Defensive Abilities devotion, evasion

Offense

Speed 30 ft., climb 30 ft.

Melee bite +10 (1d4+2) and 2 claws +10 (1d6+2)

Statistics

Abilities Str 15, Dex 22, Con 12, Int 2, Wis 12, Cha 7

Base Atk +4; CMB +6 CMD 26
Feats Improved Natural Attack (claws), Toughness, Weapon Finesse
Skills Acrobatics +15, Climb +10, Stealth +11
Tricks Attack, Attack Any Target, Come, Down, Flank, Guard, Heel, Seek, Stay
Other Gear +1 studded leather, fez

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Adventure Record for Captain Flint

# Adventure XP Final PA Final GP Notes & Special Rewards
1 PFS 03-07 Severing Ties 1 2 / 2 516 Set in Riddleport Varisia
Core
Nemesis of the Aspis: Force Aspis to reroll, taking worse result
2 Emerald Spire 01-02 The Cellars 4 6 / 6 2053 Set in River Kingdoms
Core
Trap Intuition: once, may reroll Reflex save vs trap with 1/2 level bonus
3 Emerald Spire 01-03 Splinterden 7 10 / 10 1714 Set in River Kingdoms
Core
Bought cure light wand
upgraded armor and rapier to +1
4 PFS 06-11 The Slave Master's Mirror 8 12 / 12 3016 Set in Kattapesh
Core
Beat up slavers
5 PFS 07-21 The Sun Orchid Scheme 9 14 / 14 3353 Set in Thuvia
Core
scroll of resist energy, potion of fly, potion of invisibility (x2)
6 PFS 06-97 Siege of Serpents 10 16 / 16 5853 Set in Grand Lodge Absalom
Beat up the Aspis Consortium
Magic: roll twice on caster level or concentration, AP have -2 on save [] []
Resiliency: Swift gain 1d8+2xlevel temp hp and DR 2/- vs AP OR heal 1d2 ability damage [] []
7 PFS 07-24 Dead mans debt 11 17 / 18 3756 Set in Mwangi
Helped forest elves
Ekujae's Blessing: endure elements against heat
Kaghaze Redeemed: When adventuring in Mwangi, Sargave, Shackles or Sodden Lands, get free antiplague, +1 animal bane ammo, CMW potion
Upgraded Benn Gun's armor to +1, 3x Pearls of Power-I
8 PFS 07-18 Faithless and Forgotten III: The Infernal Inheritance 12 19 / 20 4935 Set in Cheliax
Bonus in Cheliax
9 PFS 08-01 Portent's Peril 13 21 / 22 6814 Set in Magnimar Varisia
Went about town
May have a pseudodragon for one adventure
Upgraded armor to +1, bought scroll of water breathing, scroll of water walk, pearl of power II
10 Plunder and Peril 01-01 Rum Punch 16 25 / 26 11564 Set in Shackles
Disrepute 5 Infamy 5
Avast Ye! may spend 1 disrepute for +1 to Diplomacy on pirates and aquatic creatures
Bought seaweed leshy bulb (as potion of water breathing for 10 mins)
11 PFS 08-03 Wards asunder 17 27 / 28 10084 Set in Tian Xia
Coiled companion: access to snake companion
Jiraku's Respect: may use invisibility, longstrider, stone shape or wind wall []
Kami reunited: +2 Cha and save vs kami and oni and on save
Jiraku's Eternal path: swift, 1/adventure, ignore 10 ft of diff terrain, +3 to save vs impeding move, then regain 1d8+5 hp
Tanbaru's Insight: swift, 1/adventure, for 10 mins, +2 insight to Perception and detect magic at will, at the end, cast augury, above 5th divination, above 7th commune
Bought 3 POP-1,mwk cold iron rapier, mwk silver mace
12 PFS 06-19 Test of Tar Kuata 18 29 / 30 12349 Set in Osirion
Enlightened Ambassador: as a move, enter trance and either gain +4 insight bonus on save vs mind affecting or ignore concealment for 1 attack
Tar Kuata Initiate
13 PFS 07-15 The Deepmarket Deception 19 31 / 32 8125 Set in
Curious Pipefox: may take pipefox as familiar or take 25 on a single Knowledge (history or religion) check
Access to stuff
Bought 2x ioun torches, potion of darkvision x2, scrolls of darkvision x4, spider climb x2, climbing kit, oil of daylight, pearl of power II
14 PFS 09-03 On the Border of War 20 13 / 34 1656 Set in Brevoy
Peacemaker of Brevoy: All characters may now take Noble Born as a regional trait and may purchase Country estate vanity in Brevoy for 10pp, When in target nation, gain +2 Geography and Survival
Died
Paid the remove negative level
Bought +2 darkwood shield, ring of protection +1, cloak of resistance +1, upgraded armor to +2
15 SPE 00-00 The Gauntlet 21 13 / 34 291 Set in
Bought 2 scrolls of align fang, cure light wand
Paid for heroes' feast
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