Nieran Codali

Amada Caradulyn's page

148 posts. Organized Play character for Falgaia.


Race

Elf, Ancient Elf Heritage | Prepared Spells

Spoiler:
1st: 0x_True Strike; 2nd: In Staff; 3rd: 1x_Haste; Lesser Staff of Divination: 5/5 charges.
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Classes/Levels

Ranger 9 | HP 73/87 (96) | AC27 | Frt14 - Ref20(evasion) - Wil17 | Perc18/19sight, 21 and beats ties on Initiative, Low-Light Vision | Spe40 | Focus Points: 1 | Conditions: Invisibility | Hero Points: 1

Gender

M

Size

M

Age

181

Alignment

LN

Deity

-

Occupation

Tapestry Refugee Background; Former Village Lorekeeper

Strength 18
Dexterity 18
Constitution 10
Intelligence 14
Wisdom 16
Charisma 10

About Amada Caradulyn

Attacks:

+1 Stk Returning Trident, Melee/Ranged 20' +18, 2d8+6 P (+1d8 Precision if Hunter’s Edge, +4 if Gravity Weapon).

+1 Stk Ghost Touch Meteor Hammer, Melee Reach +18, Trip/Disarm/Backswing, 2d8+6 B (+1d8 Precision if Hunter’s Edge, +4 if Gravity Weapon)

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Skills:
Acrobatics+16
Arcana+13
Athletics+15
Forest Lore+13
Pathfinder Society Lore+13 [Spells Contacts]
Legal Lore+17
Demon Lore (Hireling)+13
Undead Lore (Hireling)+13
Medicine+19
Nature+14
Occultism+13
Society+13
Stealth+16
Survival+14
Thievery+20
Expert Longevity: Religion +16
Expert Longevity: Abyssal Lore +13

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Class Feats and Abilities:
Hunt Prey +Monster Hunter

Spoiler:
You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration.

You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting.

You can have only one creature designated as your prey at a time. If you use Hunt Prey against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.

Monster Hunter: You swiftly assess your prey and apply what you know. As part of the action used to Hunt your Prey, you can attempt a check to Recall Knowledge about your prey. When you critically succeed at identifying your hunted prey with Recall Knowledge, you note a weakness in the creature’s defenses. You and allies you tell gain a +1 circumstance bonus to your next attack roll against that prey. You can give bonuses from Monster Hunter only once per day against a particular creature.


Hunter's Edge: Precision
Spoiler:
You have trained to aim for your prey’s weak points. The first time you hit your hunted prey in a round, you also deal 1d8 additional precision damage. (Precision damage increases the damage you already deal, using the same type, but is ineffective against creatures that lack vital organs or weak points.)

Animal Companion: Bird, +Mature Animal Companion
Spoiler:
You gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities. See Animal Companions for more information.

Ranger: When you Hunt Prey, your animal companion gains the action's benefits and your hunter's edge benefit if you have one.

Mature Animal Companion: Your animal companion grows up, becoming a mature animal companion and gaining additional capabilities. If you have the Hunt Prey action, your animal companion assaults the prey even without your orders. During an encounter, even if you don't use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Stride toward or Strike your prey.


Gravity Weapon
Spoiler:
Focus Spell
Cast: Single Action; somatic
Duration: 1 minute
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You build up gravitational force and funnel it into your blows, leading to more powerful attacks with blade and bow alike. On your first weapon Strike each round, you gain a status bonus to damage equal to twice the number of weapon damage dice.

(Ancient Elf:) Wizard Dedication
Spoiler:
You cast spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. You're trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for wizard archetype spells is Int, and they are arcane wizard spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice.
Special You can’t select another dedication feat until you have gained two other feats from the wizard archetype.

Basic Wizard Spellcasting
Spoiler:
You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the wizard archetype, add two common spells of that level to your spellbook.
Basic Spellcasting Feat: Usually gained at 4th level, these feats grant a 1st-level spell slot. At 6th level, they grant you a 2nd-level spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, they grant you a 3rd-level spell slot. Archetypes refer to these benefits as the "basic spellcasting benefits".

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Feats:
Assurance: Medicine

Spoiler:
Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers). Assurance result: 22

Ward Medic
Spoiler:
You’ve studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.

Continual Recovery
Spoiler:
You zealously monitor a patient’s progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.

Additional Lore: Legal
Spoiler:
Your knowledge has expanded to encompass a new field. Choose an additional Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory.

Dubious Knowledge
Spoiler:
You're a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don't critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don't have any way to differentiate which is which.

Ancestral Longevity
Spoiler:
You have accumulated a vast array of lived knowledge over the years. During your daily preparations, you can reflect upon your life experiences to gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can’t use it as a prerequisite for a skill increase or a permanent character option like a feat.

Elven Instincts
Spoiler:
Your senses let you react rapidly. You gain a +2 circumstance bonus to Perception checks made as initiative rolls. Additionally, if your initiative roll result is tied with that of an opponent, you go first, regardless of whether you rolled Perception or not.

Recognize Spell
Spoiler:
Trigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.
If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.

Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
Success You correctly recognize the spell.
Failure You fail to recognize the spell.
Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice.


Ancestral Paragon: Nimble Elf
Spoiler:
Your muscles are tightly honed. Your Speed increases by 5 feet.

Fleet
Spoiler:
You move more quickly on foot. Your Speed increases by 5 feet.

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Equipment: +1 Stk Returning Trident, +1 Stk Ghost Touch Meteor Hammer, +1 Resilient Leather Armor, Grappling Hook, 2 Sheathes, Adventurer's Pack, Thieve's Tools, Healer Kit, Piccolo, 2 Cold Iron Weapon Blanches.

Lesser Healing Potion
Healer’s Gloves

Spoiler:
These clean, white gloves never show signs of blood, even when used to stitch up wounds or treat other ailments. They give you a +1 item bonus to Medicine checks.

Activate 1action Interact; Frequency once per day; Effect You can soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect. You can't harm undead with this healing.


Lesser Staff of Divination
Spoiler:
Usage held in 1 handSemiprecious gemstones emerge, seemingly at random, from the surface of this gnarled wooden staff. While wielding it, you gain a +2 circumstance bonus to checks to identify divination magic.

Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.
Cantrip detect magic
1st true strike
2nd comprehend language, darkvision, see invisibility


Cloak of Elvenkind
Spoiler:
This cloak is deep green with a voluminous hood, embroidered with gold trim and symbols significant in elven culture. The cloak allows you to cast the ghost sound cantrip as an arcane innate spell. When you adjust the cloak’s clasp (an Interact action), the cloak transforms to match the environment around you and muffles your sounds, granting you a +1 item bonus to Stealth checks.

Activate 2action Interact; Frequency once per day; Effect You draw the hood up and gain the effects of invisibility, with the spell's normal duration or until you pull the hood back down, whichever comes first. If you're also wearing boots of elvenkind, you can activate this ability twice per day.


Boots of Elvenkind
Spoiler:
These tall, pointed boots are made from soft, supple black or green leather and are decorated with trim and buckles of gold. When worn, the boots allow you to move more nimbly, granting you a +1 item bonus to Acrobatics checks.

Activate: 1action envision; Frequency once per hour; Effect Until the end of your turn, you ignore difficult terrain when moving on the ground. If you’re wearing a cloak of elvenkind, you also gain a +5-foot status bonus to your land Speed until the end of your turn.

Level 2: Wand of False Life
Level 3: Wand of Persei’s Precautions
Scroll of Invisibility Sphere
School Item: Scroll of Haste

Languages: Elven, Common, Celestial, Draconic