Tarquin Terentius Varro
Ancestry: Human; Heritage: Versatile heritage (Streetwise); Boon: ?; Ancestry feat 1st level: Natural ambition (Subtle theft); Ancestry feat 5th level: Clever improviser
Known languages: Common, Regional; Size: Medium; Speed: 25; Alignment: Neutral Good; Faith: Desna
(*Age: 25 Gender: Male Build: ? Hair: Black Eyes: Brown)
Background: Hunted (Psi); Bonus Feat: ?; Bonus Skills: Lore (Underworld), Stealth, Thievery
Class: Psion, Philosophical Method: Avatar Primary art: Geist Activation roll bonus: ? Focus points: ?
Class Features; Meditation, Drain bonded item, Harmonic: ? Resonant: ? Aspect balance, Trance.
Class Feats: 1st – Precise tk, 2nd – It’s handy!, 4th - Mind reach
General feat: 3rd - Fleet
Skill Feats: 2nd - Lie to me, 4th - Wary disarmament,
Skills raised to expert: 1st - Thievery, 3rd - Stealth, 5th - ?,
Base +, Anc+, 5th+, = Ability scores
11 + 0 + 2, = Strength: 13
14 + 0 + 2, = Dexterity: 16
13 + 0 +??, = Constitution: 13
12 + 0 +??, = Intelligence: 12
15 + 2 + 1, = Wisdom: 18
16 + 2 + 1, = Charisma: 19
Mod+, Lvl+, Prof+, = Martial training
Wis+ 4, Lvl+5, Ex+4, = + 13 perception
Str+ 1, Lvl +5, Tn+2, = + 8 Melee
Dex+ 3, Lvl+5, Tn+2, = + 10 Ranged
Dex+ 3, Lvlv+5, Tn+2 = + 10 Defense
Saving throws
Con+ 1, Lvl+ 5, Ex+4 = + 10 Fortitude
Dex+ 3, Lvl+5, Tn+2 = + 10 Reflex
Wis+ 4, Lvl+5, Ex+4 = + 13 Will
___Mod+, Lvl+, Prof+, = +? Skill name, How gain?
1. 1 + 5 + 2(tn)= +8 Occultism, Class skill
2. 1 + 5 + 2(tn)= +8 Athletics, Class skill
3. 4 + 5 + 2(tn)= +11 Deception, Class skill
4. 4 + 5 + 2(tn)= +11 Diplomacy, Class skill
5. 1 + 5 + 2(tn)= +8 Society, Class skill
6. 1 + 5 + 2(tn)= +8 Lore (Underworld), Background skill
7. 3 + 5 + 4(ex)= +12 Stealth, Background skill
8. 3 + 5 + 4(ex)= +12 Thievery, Background skill
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Psionic knowledge chart for 5th level
Level__Arts___Major___Minor___Development
5th____2_____3_______7_______6 points, Max threshold is Expert.
Primary art: Geist Art access: Seer Philosophical method: Avatar
Key ability: Charisma, Secondary ability: Wisdom
Activation roll bonus:
Major powers
Telekinesis (Geist)
Aura Armor (Geist)
Happenstance
Minor powers
Minor: fine telekinesis x2
Minor: PK pummel x2
Minor: tactile feedback
Danger sense x2
Armor: ?
Shield: ?
Melee main: ?
Hold out: ?
Ranged: ?
Non-magical equipment
Stuff stuff stuff stuff stuff?
Magical Items
you are 5th level. use the charts on page 512 Table 10:10 and Section guide on page 533 and items list on page 537 to select your items. Don't stress over "item level" its only an approximated guideline. what matters is the gold piece value. the cap for each item purchased is the lump sum: i.e. your mightiest magic items cannot cost more than 270 gold. I am open to fudging/negotiation.
most potent: you get one permanent item with a max value 270 gp.
secondary: you get two permanent item with a max value 75 gp.
secondary:
third: you can get one item max value 30 gp
fourth: you can get two items with a max value of 15 gp
fourth:
example, and only meant as an example.
Most potent: +1 striking weapon or +1 armor
Secondary A: Dancing scarf (lvl 3) page 609
Secondary B: Bag of holding type I Page 572
Third: Elixir of life, Lesser Page. 548
Fourth A: Healing potion lesser Page. 563
Fourth B: ever burning torch page 573
The fictional world of Golarion
The setting depends on where you are; for example, the nations of "Garund" and "Mwangi" resemble ancient Africa. There is the nation of "osirion" which is like exaggerated myths about ancient Egypt. There is the continent of casmaron(? not 100% certain) which has nations like Vudra that correspond to mythic India, and Tian Xua(?) which may resemble the different asian nations and their traditions.
in many ways the campaign world is like the early 1600's earth, Just with magic... some nations have sworn to oppose slavery. Sailing ships and trade bring explorers and exploiters to every nation of the world. There have been many ancient empires in the past that grew to span the world, and disastrous events which erased them from history. Today, many of those ruins dot the world. The world is as varied as its peoples; shipping and trade bring distant peoples to other shores. it is an age of exploration, rediscovery, archaeology, and adventure!
As to Combat effectiveness; you need to think 1.2.3.
1. FAR AWAY: An angry dragon flying above, A distant pirate ship, closing rapidly on an intercept course. If the bad guys have the advantage they will keep rolling dice long before you can even fight back.
What is your longest range attack? can you keep that up for one minute/ten rounds.
Long bow, 30 arrows for example.
2. CLOSER but not close enough: An alchemist throwing vials down at you from a cliff, a wizard on a charging elephant's back, An orc ranger with a short bow hiding behind woven screens. What can you do, and how long can you keep doing it.
3. TOO CLOSE: What is your defense? how long can you stand in an intense fight? what is the strength/accuracy of your attacks and how long can you keep it up?
For example:
A 5th level fighter, with EX weapon skill, 18 str, and +1 magic weapon
(Ex+4, Lvl+5, Str +4, Rune+1= +14) if the fighter rolls 10 on a d20, they will hit AC 24.
but the same fighter with 10 dexterity, EX with shortbow, 5th level, an no magic...
(Ex +4, dex+0, lvl+5, magic+0= +9) if the fighter wants to hit AC 24... the fighter needs a 15 or higher on the dice.
The example fighter can fight in melee for a long time, but at long range? he's a target.
if the maximum bonus to hit at 5th level is +14, and the lowest to hit trained at 5th level is +7. You may see where you are on that spectrum 7 to 14 by rolling a 2. rolling a 7. rolling 12. rolling a 17. against what AC's do you fail? at what Ac's do you regularly hit? if you roll any of the above; 2,7,12,17, is the result a critical hit?
______________our melee fighter: +14__________our ranged guy with only Tn: +7
Roll of 2______+16 AC and lower is hit.________ac 9-lower MISSES ALL &19ac is a crit fail
Roll of 7______+21 AC/lower hit. AC 11 is crit hit.__+14 or lower is hit, (Ac24 is a crit fail)
Roll of 12_____+26 AC/lowr hit, ac 16 is crit hit.____+19 ac or lowr hit, nothing is a crit.
Roll of 17_____+31 AC-Lowr hit, Ac 21 is crit hit.____+24 ac/lowr hit, (max of ac14 is crit hit.)
Where do you fit on the spectrum?
Are you like the fighter, when three of the four rolls could be a ciritical hit?
Or the TN-no-dex Archer, where three rolls do not ever Crit, and two rolls could be crit fails?
How often will you enjoy a success, versus, how often with you groan in despair?
Do you have anything that changes the odds in your favor;
clerical bless?
Magic weapon?
Bardic inspiration?
True strike spell?
or spells that automatically hit?