Full Name |
Aicard De'Rosse |
Race |
CG | Male Human Tiefling 13| HP: 203/203| AC: 36/38 | F: +24; R: +18/21; W: +23| Perception +20 / Initiative +20| Shield 156/156 HP 17 Hardness | Hero Points: 2/2 | Exploration: |
Age |
27 |
Alignment |
CG |
Deity |
The Divine Dare |
Location |
Absalom |
Languages |
Common, Abyssal |
Occupation |
Rockstar |
Strength |
20 |
Dexterity |
10 |
Constitution |
18 |
Intelligence |
10 |
Wisdom |
16 |
Charisma |
18 |
About Aicard
Aicard
Male Human Tiefling (Chelish) Champion 13
Chaotic Good Medium Human Tiefling (Chelish)(The Divine Dare)
Senses; Perception +20 (Wis 3 + Prof 16 (E))
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Defense
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AC 36 (38) (Armor 7 + Dex 0 + Armor Prof 19 (M))(+2 shield)
Moderate Sturdy Shield: 15 Hardness, 156 HP, 78 BT - 17 hardness in stance
HP 203 (130 Champion, 52 CON, 13 TOUGHNESS, 8 Ancestry)
Fort +23 (M), Ref +17 (E) (20 vs dmg), Will +22 (M)
Bonuses: +3 Reflex vs damaging effects, +1 circumstance vs Mental effects
Other: successes on will and fortitude saves are treated as crit successes
Resistances: 5 Fire, Slashing 3 (2 + value of its armor potency rune)
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Offense
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Melee
Spiked Gauntlet +25 to hit, 2D6+7 piercing, Free-Hand, Agile
Shield Boss +25 to hit, 2D8+7 bludgeoning,
Glutton’s Jaw +24 to hit, 1D8+7 piercing, Forceful, 3D6 Temp HP on hit
Ranged
Javelin +19 to hit, 1D6+7 piercing, 30ft range
Combat Options
1-Action: Everstand Strike (Press): Make a Strike, and if it hits, you Raise Your Shield | Everstand Stance: wield shield in both hands, increasing its damage die by one step, and its hardness by 2 | Glutton’s Jaw (focus spell)(attack) | Lay On Hands |
2-Actions: Mesmerizing Gaze (fascination effect, bad in combat) | Cape of Illumination (30ft DC25 Fort blind aoe) | Extending (60ft reach) | Manifest Wings (once per day, gain a fly speed equal to land speed for 10 minutes) |
Reaction(s): Shield Block (one free shield block per round) | Liberating Step (Reduce damage by 2+level, ally can make another save or escape check vs certain conditions, ally can take a free step action, foe might take persistent dmg, if ally doesn’t break free, you and all allies within 15ft can step) | Shield Warden/Shield of Reckoning (apply both shield block and liberating step when an ally takes damage) | You’re An Embarrassment! (ally gets to reroll a failed will save vs incapacitation with a +1 circumstance bonus) | The Paladin (when you fail/crit fail a save, adjust the result up by one degree of success) | Blade of Justice (deal two extra weapon damage dice if the target of your Strike is evil, can convert all the physical damage from the attack into good damage)
Free: Gloves of Storing (retrieve shield) | Big Debut Once per day, when rolling initiative. You don't roll initiative. Instead, you voluntarily go last. Enemies who can see you must attempt a Will saving throw against your class DC or spell DC, whichever is higher. On a failure, the enemy is overcome with anticipation for what you'll do next on the battlefield and becomes stunned 1 (stunned 2 on a critical failure). As your first action on your first turn, you can Interact to draw or stow an item of light Bulk as a free action; if this item is a small garment or accessory, such as a fan, a pair of gloves, or a wine glass, you gain a +1 circumstance bonus on Charisma-based skill checks until the end of your turn.
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Statistics
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Str 20, Dex 10, Con 18, Int 10 Wis 16, Cha 18
Speed 35 ft. (40 ft minus 5 from the full plate armor)
Skills
+23 Athletics (M)
+16 Craft (M)
+18 Diplomacy (T)
+18 Intimidate (T)
+18 Perform (T) (+18 when singing)
+21 Religion (M)
+14 Society (T)
+14 Demon Lore (T)
+18 Games Lore (M)
(Champion: trained in Religion, Athletics, Diplomacy, Craft)(Background: trained in Demon Lore)(Sorcerer Dedication: trained in Perform, Intimidate)(Pitborn: Society)(Feat: Games Lore)(Increases: Athletics (3, 7), Religion (5, 9), Craft (11)), Craft (13)
Languages: Common, Abyssal
Skill Feats (Background, levels 2, 4, 6, 8 and 10)
-Hefty Hauler: increase maximum and encumbered bulk limit by 2.
-Quick Repair: You take 1 minute to Repair an item. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.
-Titan Wrestler: You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
-Addition Lore: Become trained in Games Lore, it scales with level.
-Virtuosic Performer: +1 circumstance bonus when singing.
-Quick Climb: When Climbing, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed. If you’re legendary in Athletics, you gain a climb Speed equal to your Speed.
-Quick Swim: You Swim 5 feet farther on a success and 10 feet farther on a critical success, to a maximum of your Speed. If you’re legendary in Athletics, you gain a swim Speed equal to your Speed.
-Sacred Defense: You call upon your deity to grant you their protective blessing. Attempt a DC 30 Religion check. If you have legendary proficiency in Religion, you can instead attempt a DC 40 Religion check to increase the temporary Hit Points you gain on a successful check to 15 (25 on a critical success). Crit: 10 hp, gone after 1 minute. Success: 5 hp, gone after 1 minute. Crit fail: can't try again for 1 day.
General Feats & Abilities
-Shield Block
-Toughness: Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.
-Ancestral Paragon: Nimble Hooves: +5ft movement speed
-Fleet: +5ft movement speed
Ancestry Feats & Abilities
-Pitborn: Trained in Society, gain Titan Wrestler as a feat.
-Fiendish Resistance (Fire): Gain 5 Fire Resistance.
-Fiendish Wings: Once per day, you can strain to call forth bat-like or otherwise fiendish wings from your back, similar in appearance to those of your fiendish ancestors. Once manifested, these wings remain for 10 minutes. You gain a fly Speed equal to your land Speed while you've manifested your wings.
-Fiendish Door: Cast Dimension Door as a Divine spell once a day.
Champion Feats
-(1) Everstand Stance: 1-Action: You brace your shield with both hands, enhancing its potential for both offense and defense. When in this stance, you wield the shield with both hands. When wielding a shield this way, increase the weapon damage die of the shield’s boss or spikes by one step, and increase the shield’s Hardness by 2 when using the Shield Block reaction.
-(2) Resilient Mind: You gain a +1 circumstance bonus to saves against mental effects. This bonus increases to +2 against mental effects originating from undead.
-(4) Everstand Strike: 1-Action (Press): Your follow-up blow leaves you an opening to set your shield. Make a Strike with the wielded shield. If the Strike hits and deals damage, you also Raise your Shield.
-(6) Shield Warden: When you have a shield raised, you can use your Shield Block reaction when an attack is made against an ally adjacent to you. If you do, the shield prevents that ally from taking damage instead of preventing you from taking damage, following the normal rules for Shield Block.
-(8) Sorcerer Dedication
-(10) Shield of Reckoning: Reaction (a foe’s attack matches the trigger for both Shield Block and your Champion’s reaction): use both Shield Block and your Champion’s reaction to prevent damage to an ally using only ‘one’ reaction.
-(12) Blade of Justice: You call upon divine power and make a weapon or unarmed Strike against a foe you have witnessed harming an ally or innocent. The Strike deals two extra weapon damage dice if the target of your Strike is evil. Whether or not the target is evil, you can convert all the physical damage from the attack into good damage.
Celebrity Archetype
-(2) Celebrity Dedication 2: You gain the Upstage reaction. In addition, when you Earn Income, if the level of the task is higher than your level, you gain a +1 circumstance bonus to your check to Earn Income.
Upstage (Reaction);Trigger: A foe attempts a skill check and doesn't get a critical success. Effect: After your foe has tried their best, you show everyone how it's really done. Attempt a check using the same skill that triggered this reaction. Critical Success: You gain a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks until the end of your next turn. Success: As critical success, except you gain the benefits only if the triggering creature failed their skill check.
-(4) You’re An Embarrassment!: Reaction, an ally fails a will save versus an incapacitation effect. Your ally rerolls the triggering Will saving throw with a +1 circumstance bonus. Regardless of the result of the save, your ally is temporarily immune to You're an Embarrassment! for 10 minutes.
-(6) Mesmerizing Gaze (Occult): 2-Actions: Choose one target creature. That creature must succeed at a Will save or be fascinated until the end of your next turn; the DC for this save is equal to your class DC or spell DC, whichever is higher. If the creature succeeds at its save or its fascination ends due to a hostile action, it becomes temporarily immune to your Mesmerizing Gaze for 1 day.
-(10) Big Debut: Once per day, when rolling initiative. You don't roll initiative. Instead, you voluntarily go last. Enemies who can see you must attempt a Will saving throw against your class DC or spell DC, whichever is higher. On a failure, the enemy is overcome with anticipation for what you'll do next on the battlefield and becomes stunned 1 (stunned 2 on a critical failure). As your first action on your first turn, you can Interact to draw or stow an item of light Bulk as a free action; if this item is a small garment or accessory, such as a fan, a pair of gloves, or a wine glass, you gain a +1 circumstance bonus on Charisma-based skill checks until the end of your turn.
Sorcerer Archetype
-(8) Sorcerer Dedication: Demonic Bloodline. Trained in Perform and Intimidate. Gain two cantrips: Guidance and Summon Instrument.
-(8) Bloodline Spell: Glutton’s Jaw. 1-Action, 1 minute: Your mouth transforms into a shadowy maw bristling with pointed teeth. These jaws are an unarmed attack with the forceful trait dealing 1d8 piercing damage. If you hit with your jaws and deal damage, you gain 3d6 temporary Hit Points.
-(12) Basic Spellcasting Benefits: (1 - Heal (Signature) | 2 - Endure Elements | 3 - Heroism)
Class Features & Abilities
-Master in simple weapons, martial weapons, unarmed combat
-Master in light, medium, heavy armor and unarmored defense.
-Expert in Champion class DC.
-Deific Weapon: Increase Spiked Gauntlet’s damage die by one step.
-Champion’s Cause (Liberator): Gain the Liberating Step reaction. Trigger: when an enemy damages, grabs or grapples an ally within 15ft. Reaction: If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.
-Devotion Spells: Gain 1 focus point. Gain Lay on Hands. 1-Action: If you use lay on hands on a willing living target, you restore 30 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 5d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a –2 status penalty to AC for 1 round.
-Divine Ally (Shield): The hardness of your shield increases by 2, and its HP and BT by half.
-Armor Expertise: Expert in all armors, also gain medium and heavy armor specialization.
-Weapon Specialization: +2 damage with expert prof weapons, +3 with master prof, +4 with legendary prof.
-Champion Expertise: Expert in Champion Class DC and Divine Spell Attacks.
-Divine Smite (Liberating Step): If the triggering enemy was using any effects to make your ally grabbed, restrained, immobilized, or paralyzed when you used Liberating Step, that enemy takes persistent good damage equal to your Charisma modifier.
-Juggernaut: Master in Fortitude. Success is a crit success.
-Lightning Reflexes: Expert in Reflex saves.
-Alertness: Expert in Perception.
-Divine Will: Master in Will saves. Success is a crit success.
-Exalt (Liberating Step): When you use Liberating Step, if your ally doesn’t attempt to break free of an effect, you and all allies within 15 feet can Step, in addition to the triggering ally.
Background - Hammered By Fate
-Harrow the Fiend (free action, once per day, when fighting fiend(s)): You gain a +1 status bonus on all Strikes or spell attack rolls against fiends for the duration of combat. Once during combat, you can draw a harrow card after you determine if a Strike or spell attack on a fiend hits but before you determine damage or effects caused to the fiend. If you draw a card from the suit of Hammers, increase the degree of success of your Strike or spell attack by one
Invested Harrowing Card - the Paladin
-Additional reaction for Shield Block
-Paladin’s reaction: Once per day, when you fail or crit fail a save, adjust the result of your save upwards by one step.
Human Features & Abilities
-Tiefling Heritage
Equipment & Bulk (10g) (Bulk Limit: 12. Current Bulk: x)
10 Moderate Sturdy Shield
9 Extending Property Rune (Shield Boss)
9 Cape of Moderate Illumination (4th-level Light, once per day, 2-Actions: 30ft fort vs DC 25 blind)
8 Full-plate +1 Resilient & Glamered
7 Boots of Bounding (+5ft speed, +2 athletics to jump, plus jumper further)
7 Gloves of Storing
Shield Boss +1 Striking Extending, Doubling Rings (Spiked Gauntlet, Shield Boss), Glamered (Full-Plate), Traveler’s Any-Tool
BACKGROUND
PERSONALITY & APPEARANCE