Vsevolod

Ardoinel Oreflame's page

466 posts. Alias of Archpaladin Zousha.


Race

| HP 50/50 | AC 19 | F +10 R +6 W +8 | Perc +6 | Default Exploration ( ?????? )

Classes/Levels

| Speed 20ft | Active Conditions: None

Gender

”Ardoinel Oreflame” | Male Medium Aiuvarin Dwarf Oracle 4

Size

Medium

Age

25

Deity

Torag + Yuelral

Location

Breachill, Isger

Languages

Common, Draconic, Dwarven, Elven, Fey

Homepage URL

https://pathbuilder2e.com/launch.html?build=1326031

Strength 2
Dexterity 1
Constitution 2
Intelligence 0
Wisdom 0
Charisma 4

About Ardoinel Oreflame

Medium Dwarf Humanoid (Aiuvarin, Elf)
Heritage Aiuvarin
Background Haunting Vision
Free Archetype Cursebound Warrior
Perception +3[t], darkvision, low-light vision
Languages Common (Taldane), Dwarven, Elven
Skills Acrobatics +4, Arcana +3, Athletics +6, Crafting +3, Diplomacy +6, Lore: Dahak +3, Lore: Elf +3, Nature +3, Religion +3
Str +3, Dex +1, Con +2, Int +0, Wis +0, Cha +3
Items 1gp, 3sp, leather armor, bedroll, chalk (10), flint and steel, rope, rations (2), torch (5), waterskin, soap, writing set, clothing (explorer's), repair kit, spellbook, primal symbol, hide shield (hardness 4, hp 20, bt 10)
Bulk 9; Items Bulk 4, 1L + 2 Backpack (2 + 0L Bulk)
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AC 17/19 (+3 Dex, +1 item, +2 light armor); Fort +9[e], Ref +7[t], Will +8[e]
HP 19; Resist
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Speed 25 feet
Melee ◆ shortsword +7 (agile, finesse, versatile S), Damage 1d6 piercing
Melee ◆ dagger +7 (agile, finesse, thrown 10 ft., versatile S), Damage 1d4 piercing
Melee ◆ shield bash +4 (), Damage 1d4 bludgeoning
Ranged ◆ javelin (2) +7 (thrown), Damage 1d6 piercing, 30ft range
Spellstrike ◆◆ (Magus) Frequency until recharged. Effect Za Minyahil channels a spell into a punch or sword thrust to deliver a combined attack. They Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don’t occur immediately but are imbued into their attack instead. They make a melee Strike with a weapon or unarmed attack. Their spell is coupled with their attack, using their attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for their multiple attack penalty, but they don't apply the penalty until after they've completed the Spellstrike. The infusion of spell energy grants their Strike the arcane trait, making it magical.

After Za Minyahil uses Spellstrike, they can’t do so again until they recharge their Spellstrike as a single action, which has the concentrate trait. They also recharges their Spellstrike when they cast a conflux spell that takes at least 1 action to cast; casting a focus spell of another type doesn’t recharge their Spellstrike.
Arcane Cascade ◆ (concentrate, magus, stance) Requirements Za Minyahil has used their most recent action to Cast a Spell or make a Spellstrike. They need to meet this requirement only to enter the stance, not to remain in it. Effect Za Minyahil diverts a portion of the spell’s magical power and keeps it cycling through their body and weapon using specialized forms, breathing, or footwork. While they're in the stance, their melee Strikes deal 1 extra force damage. This damage increases to 2 if they have weapon specialization and 3 if they have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical.

If Za Minyahil's most recent spell before entering the stance was one that can deal damage, the damage from the stance is instead the same type that spell could deal (or one type of their choice if the spell could deal multiple types of damage).[/spoile
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Ancestry Feats and Abilities

Elven Lore:
Ardoinel has studied traditional elven arts, learning about arcane magic and the world around him. He gains the trained proficiency rank in Arcana and Nature. If he would automatically become trained in one of those skills (from his background or class, for example), he instead becomes trained in a skill of his choice.

He also gains the Additional Lore general feat for Elf Lore.

Unburdened Iron:
Ardoinel has learned techniques first devised by his ancestors during their ancient wars, allowing him to comfortably wear massive suits of armor. He ignores the reduction to his Speed from any armor he wears.

In addition, any time Ardoinel is taking a penalty to his Speed for some other reason (such as from the encumbered condition or from a spell), he deducts 5 feet from the penalty. For example, the encumbered condition normally gives a –10-foot penalty to Speed, but this feat would reduce it to a –5-foot penalty. If his Speed is taking multiple penalties, he may pick only one penalty to reduce.

Clan Dagger:
Ardoinel gets one clan dagger for free, as it was given to him at birth. Selling this clan dagger is a terrible taboo and would earn Ardoinel the disdain of other dwarves.

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Skill Feats
Intimidating Glare You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty if the creature doesn't understand your language.
Quick Repair For you, the Repair activity loses the exploration trait and takes 1 minute instead of 10 minutes. If you're a master in Crafting, it takes 3 actions. If you're legendary, it takes 1 action.
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Magus Feats and Abilities
Arcane Cascade
Conflux Spells
Hybrid Study (Sparkling Targe)
Spellbook
Spellstrike
Force Fang
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Archetype Feats and Abilities
Druid Dedication
Druid Order (Leaf Order)
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General Feats
Shield Block
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Arcane Prepared Spells DC 15, attack +5;
1st shockwave, sure strike
Cantrips detect magic, ignition, live wire, shield, telekinetic hand
Focus Spells (1 points) Shielding Strike ◆, Force Fang ◆
Druid Prepared Spells DC 16, attack +6;
Cantrips electric arc, TIMBER!
Spellbook
Cantrips:
  • Detect Magic
  • Gouging Claw
  • Ignition
  • Light
  • Live Wire
  • Root Reading
  • Shield
  • Telekinetic Hand

Spell Rank 1:
  • Fleet Step
  • Grease
  • Jump
  • Shockwave
  • Sure Strike
  • Tailwind

Pathbuilder Character Link

Ardoinel's Art (by arengnera)!

More Art of Ardoinel (by BChangArt)!

Physical Description:
Ardoinel appears, by human standards, to be on the short side of average, though this remains a head taller than the average dwarf and a head shorter than the average elf with a sturdy, muscular frame. His pointy ears are the clearest indicator of his aiuvarin nature, but his face doesn't appear as delicate as an elf's, especially his prominent nose. A large burn scar mars his face, and several can be seen on his hands and arms when he isn't wearing gloves or gauntlets. Streaks of grey run through his auburn hair, but closer examination reveals that some of these are dustings of ashes, pulled back at the top and braided, letting the braid hang over the hair on the back, with the sides trimmed, and he maintains a relatively short (by dwarven standards but still more full than the thin facial hair most aiuvarin men can grow) goatee, with the mustache hanging longer than the actual beard. His blue-green eyes are framed by dark circles beneath them, brought on by a lack of sleep due to his prophetic nightmares.

His clothing style blends the styles of his two peoples, angular dwarven elements intertwined with flowing elven ones, gold and gray robes accented with blues, greens and reds, especially the glory ribbon he wears around his neck, continually stained with soot no matter how often he cleans them. No matter what the occasion, he always wears a smithing apron over his clothes. He also enjoys gold and jewelry, any gems left uncut when set into the gold, as Yuelral demands, to best display their natural beauty. His armor and weapons are kept fastidiously clean, lovingly polished every time the ashes that continually accumulate upon him become noticeable.