Post by xuthiensun on Apr 7, 2013 1:20:10 GMT 8
Seina Escudo
Hailing from the land of conflict-riddled Varisia, Seina was born and raised in a small nomadic family. His father, a skilled swordsman, taught Seina the art of fighting with a blade while he was growing up. On his 21st birthday however, a band of goblins raided his camp, leaving almost everyone dead.
Seina survived by using his father's shield to bludgeon through the goblins as he made his escape. Barely alive, he was eventually discovered by traveling merchants who took him in and nursed him back to health. Resigned to fate, he soon trained in the art of Shield Fighting and eventually joined the Pathfinder Society.
Society ID: #80671-2
Race & Class: Human, Shielded Fighter 4
Age: 24
Height & Weight: 5'6", 160lb.
Alignment: Neutral [None]
Languages: Common, Goblin, Varisian
Attributes: STR 18 (+4), DEX 14 (+2), CON 14 (+2), INT 13 (+1), WIS 10 (+0), CHA 10 (+0)
Traits: Armor Expert, World Traveler (Local)
Feats: Combat Expertise, Shield Focus, Improved Shield Bash, Improved Trip, Missile Shield, Saving Shield
Skills: Acrobatics -1/-4*, Appraise +1, Bluff +0, Climb +4, Diplomacy +0, Disguise +0, Escape Art -1, Fly -1, Heal +0, Intimidate +7, Knowledge (Dungeoneering) +8, Knowledge (Engineering) +8, Knowledge (Local) +9, Perception +0, Ride -1, Sense Motive +0, Stealth -1, Survival +5, Swim +4
*-4 to Acrobatics when Jumping (due to Base Speed).
Hit Points: 36hp
Initiative: +2
Speed: 20ft.
Saves: Fort +6*, Ref +3*, Will +1*
*+1 to saves vs. Poisons & Dieases.
*+1 to Will vs. Fear effects.
Attacks: Masterwork Silver Light Flail +9 (1d8+4/x2), Masterwork Cold Iron Longsword +9 (1d8+4/19-20), Darkwood Spiked Shield +8 (1d6+4/x2), Masterwork Composite Longbow (Str +3) +7 (1d8+3/x3)
Armor Class: 21, Touch 12, Flat-Foot 19 (+6 Armor, +3 Shield, +2 Dex)
BAB/CMB/CMD: +4/+8/20 (Flat-Foot 18)
CMB/CMD (Trip Bonus): +10/22
Armor: Breastplate Armor, Darkwood Spiked Shield
Equipment: Acid (5), Alchemist's Fire (5), Alchemist's Kindness (2), Antiplague, Antioxin (5), Bloodblock (2), Bottle of Strong Brandy, Bottled Lightning (2), Healer's Kit (10), Silk Rope, Smelling Salts, Soothe Syrup (2), Trail Rations (4), Traveller's Outfit, Vermin Repellent (2)
Magic Items: Handy Haversack, Ioun Torch, Potion of Protection from Evil (2), Potion of Remove Fear (2), Traveler's Any-Tool, Wand of Cure Light Wounds (40 charges), Wayfinder
Wealth: 363pp 6gp 9sp
Faction: Andoran
Total Fame: 18
Total Prestige Points: 16
Scenario Resumé
#24 - Decline of Glory (9/6/2013)
#35 - Voice in the Void (7/5/2013)
#37 - The Beggar's Pearl (30/4/2013)
#45 - The Pallid Plague (14/5/2013)
#3-01 - The Frostfur Captives (7/4/2013)
#3-09 - The Quest for Perfection, Part 1: The Edge of Heaven (4/4/2013) GM CREDIT
PFS Introductory - First Steps, Part 1: In Service to Lore (6/4/2013)
PFS Module - Feast of Ravenmoor (28/4/2013)
Scenario Boons
Resisting the Gossamer King (Feast of Ravenmoor)
You receive a +1 bonus to your saves against poisons and diseases.
Heroes of Magnimar (Feast of Ravenmoor)
Displaying a medal you received from the Magnimar authorities grants you a +2 bonus to your Bluff, Diplomacy, and Intimidate checks in Magnimar and in the cities and towns allied with it.
Hero of the Five Kings (The Beggar's Pearl)
When dealing with any dwarf from the Five Kings Mountains, you gain a +2 circumstance bonus on all Charisma-based checks.
Exemplar of Falcon's Hollow (The Pallid Plague)
You are now a famed Andoran adventurer and gain a +1 circumstance bonus on any Charisma-based checks with any citizen of Andoran.
Hero of the Fey (The Pallid Plague)
You may automatically succeed on one Charisma-based check when dealing with fey in the future. You may use this boon only once, after which it is discarded.
Skills & Abilities
Active Defense (Ex)
A shielded fighter gains a +1 dodge bonus to AC when wielding a shield and fighting defensively, using Combat Expertise, or using total defense. This bonus increases by +1 for every four levels beyond 3rd. As a swift action, he may share this bonus with one adjacent ally, or half of the bonus (minimum +0) with all adjacent allies, until the beginning of his next turn.
Missile Shield (Feat)
You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon (not including spell effects, natural attacks, or massive ranged weapons), you may deflect it so that you take no damage, as if you had the Deflect Arrows feat. You must be aware of the attack and not flat-footed.
Saving Shield (Feat)
Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus to AC. You must be wielding a light shield, heavy shield, or tower shield to use this feat.