Vendria

Aoibhean's page

177 posts. Alias of Losonti.


Race

AC 31 or 32 w/ shield (Hardness 15) | Resistances: Cold 5 | F: +19**, R: +17**, W: +20*** (Resolve) | Perc: +17** (Low-light, Darkvision), +2 Circ to Initiative | Speed 30ft (40 w/ longstrider)

Classes/Levels

| Hero ☑☑☑ | Focus □ | Conditions: Longstrider, Blind | Exploration: Search | Spells 1 (☑□) 3 (□□) 5 (□□) 6 (☑□) DC 29| Innate (□□) DC 25 | Spellstrike □ | Staff ☑☑☑☑☑☑

Gender

CG Female Human Ganzi Second Chance Champion Magus 11 (Twisting Tree) ◆◇↺ | HP 23/140 |

Deity

Talmandor, Milani, Nocticula

About Aoibhean

Botting:
Cast longstrider from the wand before going into any dangerous activities. Enlarge should be cast immediately before big fights.

Aoibhean will (generally) open with a cantrip and then enter Arcane Cascade. In Arcane Cascade, she can change her grip on the staff as a free action before making Strikes (including Strikes made as part of a Spellstrike) and at the end of each of her turns. Generally she'll want to have the staff in a two-handed grip as much as possible for the added damage and 10-foot reach.

Reference image

Aoibhean:

Ethnicity: Taldan
Nationality: Andoren
Birthplace: Kasai, Minkai
Age: 27
Gender & Pronouns: Female, She/Her/Hers

ancestry Human (Ganzi)
background Second Chance Champion
class Magus; Level: 11
size Medium traits Humanoid, Human, Ganzi
alignment CG
Associations: N/A
Languages: Draconic, Elven, Minkaian, Taldane, Tien, Undercommon
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ABILITY SCORES

STR 20 (+5), DEX 12 (+1), CON 16 (+3)
INT 19 (+4), WIS 14 (+2), CHA 10 (+0)
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SENSES
Perception: +17 [E]
Special Senses: Darkvision, Low-light vision
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DEFENSES

HIT POINTS: 140/140
Resistances: 5 to Acid, Cold, or Electricity (determined randomly each day)

ARMOR CLASS
AC: 31 (+1 Dex, +5 item, +15 proficiency)
Shield: +1 Hardness 15

Unarmored: [E], Light: [E], Medium: [E], Heavy: [U]

SAVING THROWS
Fortitude: +19 [E]
Reflex: +17 [E]
Will: +20 [M]
Notes: +1 circumstance to saves vs Controlled, Successful Will saves are instead Critical Successes
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OFFENSE

Class DC: 29 [E]

Speed: 30 Movement Types: Normal

Melee Strikes
+1 striking staff of evocation (greater) +21 [E]
damage 2d6+7 (B) (agile, deadly d6, evocation, magical, two-hand d8)
+1 striking staff of evocation (greater) +21 [E] (two-handed grip)
damage 2d8+7 (B) (deadly d6, evocation, magical, parry, reach, trip, two-hand d8)
+1 striking tail +21 [E]
damage 2d6+7 (B) (magical, sweep, transmutation, unarmed)

Ranged Strikes

Weapon Proficiencies
Simple: [E], Martial: [E], Other:
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MAGIC

Magic Traditions
Arcane
Divine

Magus Spell Attack Roll (arcane): +19 [E]
Magus Spell DC (arcane): 29 [E]

Innate Spell Attack Roll (divine): +15 [E]
Innate Spell DC (divine): 25 [E]

Focus Points: 1
Focus Spells: Spinning Staff

Spell Slots per Day
Cantrips (Level 6): 5
1st: 2
3rd: 2
5th: 2
6th: 2

Spells Prepared
Cantrips (level 6): Chill Touch, Gouging Claw, Produce Flame, Ray of Frost, Shield
1st: True Strike, True Strike
3rd: Haste, Slow
5th: Crushing Despair, Scorching Ray
6th: Disintegrate, Shocking Grasp

Spellbook:
Cantrips: Chill Touch, Electric Arc, Gouging Claw, Prestidigitation, Produce Flame, Ray of Frost, Tanglefoot, Shield
1st: Grim Tendrils, Horizon Thunder Sphere, Magic Missile, Pummeling Rubble, Shocking Grasp, Snowball, True Strike
2nd: Acid Arrow, Blood Vendetta, Enlarge, Magic Mouth, Scorching Ray, Spider Climb, Water Breathing
3rd: Agonizing Despair, Fireball, Haste, Slow, Time Jump, Vampiric Touch
4th: Chromatic Ray, Dimension Door, Stoneskin, Vampiric Maiden
5th: Cone of Cold, Crushing Despair, Flowing Strike, Impaling Spike
6th: Disintegrate, Vampiric Exsanguination
Runes: Crushing, Disrupting, Ghost Touch

Innate Spells:
Two of the following spells once a day each, determined by rolling a d12 twice during daily preparations (or one spell twice if both rolls are identical):
1: acid arrow
2: blur
3: hideous laughter
4: humanoid form
5: illusory object
6: mirror image
7: resist energy
8: see invisibility
9: shatter
10: sound burst
11: spider climb
12: telekinetic maneuver

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SKILLS

Acrobatics: +17 [E]
Arcana: +22 [M]
Athletics: +24 [M] (27 with Assurance)
Crafting: +17 [T]
Deception: +11 [U]
Diplomacy: +13 [T]
Intimidation: +11 [U]
Lore Gladiatorial: +17 [T]
Medicine: +16 [T]
Nature: +13 [U]
Occultism: +17 [T]
Performance: +11 [U]
Religion: +13 [U]
Society: +17 [T]
Stealth: +12 [U]
Survival: +13 [U]
Thievery: +12 [U]
Notes: +2 circumstance bonus to identify evocation magic
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FEATS:

Ancestry Feats and Abilities
Heritage 1st: Ganzi
1st: Smashing Tail
1st: Ganzi Gaze (Low-light vision)
3rd: Ganzi Gaze (Darkvision)
5th: Clever Improviser
7th: Skillful Tail
9th: Glory and Valor!
11th: Anarchic Arcana

Skill Feats
Background: Cat Fall
2nd: Assurance (Athletics)
4th: Titan Wrestler
6th: Battle Medicine
8th: Quick Jump
10th: Wall Jump

General Feats
3rd: Fleet
7th: Toughness
11th: Incredible Initiative

Class Feats and Abilities
Feature 1st: Hybrid Study (Twisting Tree)
Feature 1st: Arcane Cascade
Feature 1st: Spellstrike ◆◆
2nd: Expansive Spellstrike
4th: Student of the Staff
Feature 5th: Lightning Reflexes
Feature 5th: Weapon Expertise
6th: Attack of Opportunity
Feature 7th: Studious Spells
Feature 8th: Weapon Specialization
8th: Spell Swipe ◆◆◆
Feature 9th: Alertness
Feature 9th: Expert Spellcaster
Feature 9th: Resolve
10th: Lunging Spellstrike ◆◆
Feature 11th: Medium Armor Expertise

Bonus Feats
Untrained Improvisation

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EQUIPMENT

Combat Gear: +1 striking staff of evocation (greater), +1 striking handwraps of mighty blows, +1 resilient breastplate
Scrolls:
Other Gear: adventurer’s pack, backpack, bedroll, chalk (10), climbing kit, flint and steel, healer's tools, rations (2), rope, soap, torch (5), waterskin
Not carried:

Magic Items: armbands of athleticism, bracelets of dashing, healer's gloves, ring of wizardry (type i), wand of longstrider (2nd-level), wand of enlarge (2nd-level)

Invested Items:

1. armbands of athleticism
2. bracelets of dashing
3. healer's gloves
4. ring of wizardry (type i)
5. +1 striking handwraps of mighty blows
6. +1 resilient breastplate
7. magic item
8. magic item
9. magic item
10. magic item

Bulk: 7.5 (Encumbered at: 10; Maximum at: 15)

Coins: 47 gp

Background:
There are two things Aoibhean has been told her whole life: that her name was too hard to pronounce, and that she was a disappointment. Sometimes, she had the privilege of experiencing both at once: a particularly memorable example comes from ten years ago, when an official of the last Ruby Phoenix Tournament stumbled over her name as he eliminated her from the prequalifiers.

The daughter of an Andoren diplomat in Minkai, Aoibhean was a challenge for her parents from the very beginning. For starters, her parents were staid and devout Abadarans; that their firstborn was a child with a tail and feathers came as quite a shock and resulted in no shortage of whispered speculation about supposed indiscretions. On top of that, she had no interest in learning the things expected of the eldest daughter of a diplomat: statecraft, etiquette, and grace.

Instead, she flitted her attention from one subject to another, obsessively studying one thing before growing bored and moving on. The result was a skillset as broad as an ocean and as deep as a puddle. The privilege afforded to her by her family's status insulated her from any serious ramifications until, on a whim, she decided to compete in the Ruby Phoenix Tournament of 4711. Her parents had objected (quite vociferously) to the very idea, and forbade her from even traveling to Goka. So she stole a letter of credit from her father's study, forged his signature, and used that to buy passage.

Goka is where Aiobhean finally had to reckon with the consequences of her temerity. Her father, furious, had paid an outrageous sum to have a letter teleported ahead of her. In it, he stripped her of any claim to her inheritance and his financial support unless she returned home immediately and apologized. To any outside observer, this might seem harsh but fair, considering the great damage she had caused to her father's finances and reputation. But Aiobhean had never cared about fairness, and refused.

She continued on to the prequalifiers, confident in the fighting skills she'd honed roaming the streets of Kasai. But the combatants of the Ruby Phoenix tournament weren't just some street toughs; they were professional killers, monster hunters, spellswords, and more. She was beaten, burned, and thrown to the ground. The humiliation of being defeated so soundly in front of thousands was only compounded by her name being mangled in front of that same crowd.

Aoibhean carried that shame with her for years, never returning home. It gave her the impetus she needed to actually focus on something for the first time in her life. She studied under any teacher of martial or magical might who would take her, and learned to combine the two in a style all her own, all in service of one goal: she would return to the Ruby Phoenix Tournament and win, no matter what.

After ten years of single-minded devotion to honing her mind and body, Aiobhean arrived in Goka once again. And once again, an official called her up, struggling with her name.

"It looks harder than it is,'" she interrupted, smiling. "It's pronounced 'eve-in.'"